Gamification has the potential to improve the quality of learning by better engaging students with learning activities. Our objective in this study is to evaluate a gamified learning activity along the dimensions of learning, engagement, and enjoyment. The activity made use of a gamified multiple choice quiz implemented as a software tool and was trialled in three undergraduate IT-related courses. A questionnaire survey was used to collect data to gauge levels of learning, engagement, and enjoyment. Results show that there was some degree of engagement and enjoyment. The majority of participants (77.63 per cent) reported that they were engaged enough to want to complete the quiz and 46.05 per cent stated they were happy while playing the qu...
Gamification has been very popular in educational field. As a consequence, there were many researche...
This study explored students' perceptions about using gamified e-quizzes and conventional online qui...
As a precursor to the development of a gamified system to improve learning outcomes, we investigate ...
Gamification has the potential to improve the quality of learning by better engaging students with l...
The use of game-based learning in the classroom has become more common in recent years. Many game-ba...
Gamifying learning activities can be beneficial as it can better engage students and result in impro...
Gamifying learning activities can be beneficial as it can better engage students and result in impro...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Gamification is a motivation approach that has increasingly been utilized in a variety of applicatio...
Over the last decade gamification has been emerging as an engaging technology to promote learning. H...
“Gamified” active learning has been shown to increase students’ academic performance, engagement, an...
Gamification is increasingly employed in learning environments as a way to increase student motivati...
The digital revolution is causing the new generations to demand new ways of learning. Motivating stu...
Students taking low-stake quizzes in a gamified environment shows improvement on their studies, thus...
Gamification has been very popular in educational field. As a consequence, there were many researche...
This study explored students' perceptions about using gamified e-quizzes and conventional online qui...
As a precursor to the development of a gamified system to improve learning outcomes, we investigate ...
Gamification has the potential to improve the quality of learning by better engaging students with l...
The use of game-based learning in the classroom has become more common in recent years. Many game-ba...
Gamifying learning activities can be beneficial as it can better engage students and result in impro...
Gamifying learning activities can be beneficial as it can better engage students and result in impro...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Gamification is a motivation approach that has increasingly been utilized in a variety of applicatio...
Over the last decade gamification has been emerging as an engaging technology to promote learning. H...
“Gamified” active learning has been shown to increase students’ academic performance, engagement, an...
Gamification is increasingly employed in learning environments as a way to increase student motivati...
The digital revolution is causing the new generations to demand new ways of learning. Motivating stu...
Students taking low-stake quizzes in a gamified environment shows improvement on their studies, thus...
Gamification has been very popular in educational field. As a consequence, there were many researche...
This study explored students' perceptions about using gamified e-quizzes and conventional online qui...
As a precursor to the development of a gamified system to improve learning outcomes, we investigate ...