首页> 外文期刊>Education and information technologies >Developing gamification e-quizzes based on an android app: the impact of asynchronous form
【24h】

Developing gamification e-quizzes based on an android app: the impact of asynchronous form

机译:基于Android应用程序的开发游戏e-测验:异步形式的影响

获取原文
获取原文并翻译 | 示例
           

摘要

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 participantswere students from level 2 who used digital lessons for learningMATLAB. 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.
机译:由于在Covid-19爆发过程中采取的荒地措施,缺乏教育方法已成为一家使用技术作为动机工具的教育专业人士的主要关注点。赌博是非常重要的,因为它有助于学生代表他们的学习内容,并在Covid-19期间学习在学习期间无法使用时丰富他们的高等教育经验。本研究旨在介绍基于Android的Gamification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MIT App Inventor平台中的Visual Blocks语言开发应用程序,可在(https://play.google.com/store/apps/details?id = appinventor.ai_mekomerofofo.projections)。来自2级的参与者学生使用数字课程为学习课程。该研究包括博彩学习和非博弈学习,均融入课程计划,调查学习者绩效的差异。使用两种类型的测验用于指令:游戏e-测验和基于纸张的测验。显然的结果表明,使用新的游戏e-quiz比使用基于纸张的测验更有效。它们更好地评估所讨论的学生的学习表现,特别是在形成性评估方面。教师将游戏作为现代和创新导向的工具应用,学生可以从事有吸引力,竞争的体验,这是非常重要的。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号