2021
DOI: 10.1016/j.heliyon.2021.e08637
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Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom

Abstract: Challenges in education have continuously been addressed by integrating gamification, but a gap remains for game design principles that support user engagement. This paper outlines results obtained from integrating challenge-based gamification into an elementary school classroom to examine the emergence of student engagement and learning-related behavior. The approach was applied to logical puzzle quizzes where different gamification adjustments were captured and examined using physics' analogy (called the mot… Show more

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Cited by 14 publications
(7 citation statements)
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References 69 publications
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“…From the experiment, it was found that mass m significantly increased with time pressure. This condition implies that a larger m can foster greater motivation, which verifies the previous study by [43] that conjectured that time pressure would provide the intensity of competitive aspects, forcing them to dominate discomfort in the activity. On the other hand, the inclusion of scaffolding by giving hints will improve the success rate v 0 .…”
Section: B the Impact Of Challenges And Support On The Motivation And...supporting
confidence: 84%
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“…From the experiment, it was found that mass m significantly increased with time pressure. This condition implies that a larger m can foster greater motivation, which verifies the previous study by [43] that conjectured that time pressure would provide the intensity of competitive aspects, forcing them to dominate discomfort in the activity. On the other hand, the inclusion of scaffolding by giving hints will improve the success rate v 0 .…”
Section: B the Impact Of Challenges And Support On The Motivation And...supporting
confidence: 84%
“…The conceptual framework of gamification mainly comprises three main game design elements: the dynamics, mechanics, and components of the game (Table 1) [34]. In many educational sectors relating to statistics and stem education, challenge-based gamification (i.e., points, levels, challenges, and leaderboard) can be effectively mixed with traditional teaching techniques such as lectures and quizzing to increase learning outcomes [43]. Thus, gamification designers should consider students' profiles, as our findings reveal that advantages vary depending on the qualities of the students.…”
Section: Theoretical Concepts In Education 1) Challenge-based Gamific...mentioning
confidence: 99%
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“…Considering the learning environments [ 117 ] and teaching factors [ 88 , 118 , 119 ] in gamification, the gamification mechanism in this study was designed as follows: Simulation of team competition. Team practice time is approximately the same for each teaching method (approximately 60 min total).…”
Section: Methodsmentioning
confidence: 99%
“…Era digital terus menunjukkan kemampuannya untuk mewadahi berbagai hal yang memudahkan dalam kehidupan, termasuk memfasilitasi guru dalam membuat kuis yang efektif dan interaktif. Berbagai aplikasi dan beragam fitur yang ditawarkan oleh beragam platform digital sangat membantu guru untuk melakukan asesmen pembelajaran [1]. Berikut contoh aplikasi digital yang tersedia dalam versi gratis: mentimeter, kahoot, microsoft office power point, formula tarsia, dan lain sebagainya.…”
Section: Pendahuluanunclassified