Developing gamification e-quizzes based on an android app: the impact of asynchronous form
Developing gamification e-quizzes based on an android app: the impact of asynchronous form
About this item
Full title
Author / Creator
Publisher
New York: Springer US
Journal title
Language
English
Formats
Publication information
Publisher
New York: Springer US
Subjects
More information
Scope and Contents
Contents
Because of the heath measures taken during the outbreak of Covid-19, the lack of educational methods has become the primary concern among educational professionals who have been using technology as a motivational tool. Gamification is very important because it helps students to represent their study contents and enrich their experiences of higher education when learning in-person is unavailable during the Covid-19 period. This study seeks to present an Android-based gamification app to evaluate the effect of using gamification and e-quizzes on college students’ learning. We used the visual blocks language from the MIT App Inventor platform to develop an application, available at (
https://play.google.com/store/apps/details?id=appinventor.ai_mekomerofofo.projectGamification
). The participants were students from level 2 who used digital lessons for learning MATLAB. The study included gamified learning and non-gamified learning, both integrated into lesson plans, to investigate the differences in learners’ performance. Two types of quizzes were used for instruction: gamified e-quizzes and paper-based quizzes. T...
Alternative Titles
Full title
Developing gamification e-quizzes based on an android app: the impact of asynchronous form
Authors, Artists and Contributors
Identifiers
Primary Identifiers
Record Identifier
TN_cdi_pubmedcentral_primary_oai_pubmedcentral_nih_gov_7987514
Permalink
https://devfeature-collection.sl.nsw.gov.au/record/TN_cdi_pubmedcentral_primary_oai_pubmedcentral_nih_gov_7987514
Other Identifiers
ISSN
1360-2357
E-ISSN
1573-7608
DOI
10.1007/s10639-021-10469-4