Evidence map›Paper›PMID 33776541›Full record

ArticleEducation and information technologies2021

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

Marwa F Areed, Mohamed A Amasha, Rania A Abougalala, Salem Alkhalaf, Dalia Khairy

Abstract read
In one paragraph

Article in Education and information technologies, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.

0numbers the graph read from it
0cells of the map it votes in
3citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

3 citing papers in PubMed.

  1. Article
  2. Review
  3. Academia's responses to crisis: A bibliometric analysis of literature on online learning in higher education during COVID-19.British journal of educational technology : journal of the Council for Educational Technology · 2022
    Review
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

Marwa F AreedFaculty of Engineering, Department of Electrical Engineering, Damietta University, Damietta, Egypt.
Mohamed A AmashaFaculty of Specific Education, Department of Computer Teacher Preparation, Damietta University, Damietta, Egypt.ORCID 0000-0003-3874-2109
Rania A AbougalalaFaculty of Specific Education, Department of Computer Teacher Preparation, Damietta University, Damietta, Egypt.
Salem AlkhalafFaculty of Science and Arts, Computer Science Department, Qassim University, Alrass, Saudi Arabia.
Dalia KhairyFaculty of Specific Education, Department of Computer Teacher Preparation, Damietta University, Damietta, Egypt.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

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.

Indexed as

Formative assessmentGamificationGamified e-quizzesMIT app inventor

Identifiers

PMID33776541
PMCPMC7987514

What OpenQuestion holds

Textmetadata
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.