Related Experiment Video
Updated: Oct 13, 2025

04:54
Iterative Development of an Innovative Smartphone-Based Dietary Assessment Tool: Traqq
Published on: March 19, 2021
4.8K
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
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.
Area of Science:
- Educational Technology
- Cognitive Science
- Psychology
Background:
- Critical thinking (CT) is a crucial skill, yet effective digital training tools are scarce.
- Limited research exists on optimal content and sequencing for CT training applications.
- Developing engaging CT exercises for web-based applications requires further investigation.
Purpose of the Study:
- To investigate methods for presenting critical thinking (CT) questions in web-based applications to maintain learner motivation.
- To assess the impact of gamification on engagement and learning outcomes in CT training apps.
- To explore the effectiveness of existing question banks for developing CT training applications.
Main Methods:
- Study 1: Difficulty-ranked question banks for CT and verbal reasoning were established using university student data (N=73).
- Study 2: Questions were implemented in two web-based app formats: sequential feedback and gamified competition.
- An experiment (N=114) compared the effects of gamification versus non-gamified approaches on CT skill improvement.
Main Results:
- Both gamified and non-gamified app groups demonstrated significant improvements in pre-/post-test CT scores.
- No conclusive evidence was found to support a significant effect of gamification on CT skill enhancement.
- Existing question banks can be effectively utilized for developing CT training applications.
Conclusions:
- Web-based applications utilizing established question banks show promise for CT skill development.
- The role and effectiveness of gamification in enhancing motivation and learning in CT apps require additional research.
- Further studies are needed to optimize gamification strategies for educational technology in critical thinking training.
Related Concept Videos
Critical Thinking
520
Critical thinking involves reflective and productive thinking and the evaluation of evidence. Critical thinkers seek to understand the deeper meaning of ideas, question assumptions, and make independent decisions about what to believe or do. Scientists, for instance, are often critical thinkers. Critical thinking also requires humility about what we know and don't know and the motivation to look beyond the obvious. It is essential for effective problem-solving.
Colleges and universities are...
Colleges and universities are...
520
Critical Thinking II
3.6K
Critical thinking is a cognitive process with several attributes. The attributes of critical thinking include the following:
3.6K
Critical Thinking I
4.0K
Critical thinking helps decision-making and allows nurses to recognize barriers to success and find solutions to possible issues. It helps to brainstorm and implement ideas to achieve goals. Critical thinking helps acknowledge and state workflow inefficiencies while improving management techniques. Nurses understand the value of critical thinking and look for fellow nurses with critical thinking skills to upgrade their professional standards. Critical thinking can advance a nurse's career...
4.0K
Metacognition
313
Metacognition is a conscious process where individuals are aware of their cognitive and executive processes, such as planning before solving a problem or self-monitoring during reading. For instance, a writer may need help with composing a piece. The situation involves a writer who is working on a piece of writing, but while doing so, they realize that something is missing. They notice that their characters lack depth or details. This realization occurs because the writer is reflecting on their...
313
Cognitive Learning
697
Cognitive learning is based on purposive behavior, incidental learning, and insight learning.
E. C. Tolman's theory of purposive behavior emphasizes that much behavior is goal-directed. He argued that to understand behavior, we must look at the entire sequence of actions leading to a goal. For instance, high school students study hard, not just due to past reinforcement but also to achieve the goal of getting into a good college.
Tolman introduced the idea that behavior is influenced by...
E. C. Tolman's theory of purposive behavior emphasizes that much behavior is goal-directed. He argued that to understand behavior, we must look at the entire sequence of actions leading to a goal. For instance, high school students study hard, not just due to past reinforcement but also to achieve the goal of getting into a good college.
Tolman introduced the idea that behavior is influenced by...
697
Creative Thinking
1.1K
Creative thinking encompasses innovative and unconventional methods for addressing challenges, often leading to groundbreaking solutions. Instead of focusing solely on enhancing existing systems, such as increasing smartphone battery capacity, creative thinking might inspire advancements like energy-efficient batteries or processors that minimize power consumption. This multidimensional approach underscores the importance of exploring novel pathways to innovation.
Divergent thinking is the...
Divergent thinking is the...
1.1K

