Areed Marwa F, Amasha Mohamed A, Abougalala Rania A, Alkhalaf Salem, Khairy Dalia
Faculty of Engineering, Department of Electrical Engineering, Damietta University, Damietta, Egypt.
Faculty of Specific Education, Department of Computer Teacher Preparation, Damietta University, Damietta, Egypt.
Educ Inf Technol (Dordr). 2021;26(4):4857-4878. doi: 10.1007/s10639-021-10469-4. Epub 2021 Mar 24.
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. The outcomes plainly showed that using the new gamified e-quiz was more effective than using paper-based quizzes. They are better for assessing the learning performance of the students in question, specifically in terms of formative assessment. It is very important for instructors to apply games as a modern and innovation-oriented tool through which students can be engaged in an attractive, competitive experience.
由于在新冠疫情爆发期间采取的健康措施,教育方法的缺失已成为一直将技术用作激励工具的教育专业人士最为关注的问题。游戏化非常重要,因为在新冠疫情期间无法进行面对面学习时,它有助于学生呈现学习内容并丰富其高等教育体验。本研究旨在展示一款基于安卓系统的游戏化应用程序,以评估使用游戏化和电子测验对大学生学习的影响。我们使用麻省理工学院应用发明家平台的可视化模块语言开发了一个应用程序,可在(https://play.google.com/store/apps/details?id=appinventor.ai_mekomerofofo.projectGamification)获取。参与者是二年级使用数字课程学习MATLAB的学生。该研究包括融入教案的游戏化学习和非游戏化学习,以调查学习者表现的差异。使用了两种类型的测验进行教学:游戏化电子测验和纸质测验。结果清楚地表明,使用新的游戏化电子测验比使用纸质测验更有效。它们更有利于评估相关学生的学习表现,特别是在形成性评估方面。对于教师来说,将游戏作为一种现代化且以创新为导向的工具来应用非常重要,通过这种工具,学生可以参与到引人入胜且具有竞争性的体验中。