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Related Concept Videos

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The systematic method of obtaining and analyzing accurate information of a population is called data collection. A survey is a standard method of data collection that involves collecting information from a target human population about their experience, opinion, or knowledge of a product, service, or process. The responses are recorded and interpreted. The most common survey examples are written questionnaires, face-to-face or telephonic conversations, focus groups, and electronic (e-mail or...
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Often, psychologists develop surveys as a means of gathering data. Surveys are lists of questions to be answered by research participants, and can be delivered as paper-and-pencil questionnaires, administered electronically, or conducted verbally. Generally, the survey itself can be completed in a short time, and the ease of administering a survey makes it easy to collect data from a large number of people.
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Developing gamification e-quizzes based on an android app: the impact of asynchronous form.

Marwa F Areed1, Mohamed A Amasha2, Rania A Abougalala2

  • 1Faculty of Engineering, Department of Electrical Engineering, Damietta University, Damietta, Egypt.

Education and Information Technologies
|March 29, 2021
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Summary
This summary is machine-generated.

Gamified e-quizzes significantly improved college students' learning performance compared to traditional paper-based quizzes. This educational technology enhances engagement and formative assessment during remote learning.

Keywords:
Formative assessmentGamificationGamified e-quizzesMIT app inventor

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Area of Science:

  • Educational Technology
  • Computer-Based Learning
  • Higher Education Pedagogy

Background:

  • The COVID-19 pandemic necessitated remote learning, highlighting challenges in maintaining student engagement and effective educational methods.
  • Technology integration and gamification emerged as crucial tools for motivating students and enriching higher education experiences when in-person learning was unavailable.
  • Traditional assessment methods may not fully capture learning gains in technology-enhanced educational environments.

Purpose of the Study:

  • To develop and evaluate an Android-based gamification application for college students.
  • To assess the impact of gamification and electronic quizzes (e-quizzes) on student learning performance, specifically in MATLAB.
  • To compare the effectiveness of gamified e-quizzes against traditional paper-based quizzes for formative assessment.

Main Methods:

  • Development of an Android-based gamification app using MIT App Inventor's visual blocks language.
  • Implementation of both gamified and non-gamified learning modules within digital MATLAB lessons for second-level college students.
  • Comparative analysis of student performance using gamified e-quizzes versus paper-based quizzes.

Main Results:

  • The gamified e-quiz demonstrated superior effectiveness in assessing student learning performance compared to paper-based quizzes.
  • Gamification positively influenced student engagement and learning outcomes, particularly in the context of formative assessment.
  • The study provides evidence for the benefits of integrating game-based elements into digital learning environments.

Conclusions:

  • Gamified e-quizzes represent an effective and innovative tool for enhancing student engagement and improving learning assessment in higher education.
  • Instructors should consider adopting gamification strategies to create more attractive and competitive learning experiences for students.
  • The developed Android application offers a practical solution for implementing gamified learning and formative assessment in digital education.