Developing an active-learning app to improve critical thinking: item selection and gamification effects

Kota Jodoi1, Nobu Takenaka2, Satoru Uchida2

  • 1Graduate School of Integrated Sciences for Global Society, Kyushu University, Fukuoka, Japan.

Heliyon
|November 12, 2021
PubMed
Summary

Developing critical thinking (CT) apps is challenging. This study found that while apps can improve CT skills, gamification did not significantly boost motivation or learning outcomes.

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