Evidence map›Paper›PMID 35005284›Full record

ArticleHeliyon2021

Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom.

Punyawee Anunpattana, Mohd Nor Akmal Khalid, Hiroyuki Iida, Wilawan Inchamnan

RetractedAbstract readRetracted Publication
In one paragraph

Article in Heliyon, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It has been retracted, and should not be counted. 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. Review
  2. Article
  3. Article
4 · The record

Corrections and comments

5 · Who and what money

Authors and funding

4 authors.

Punyawee AnunpattanaSchool of Information Science, Japan Advanced Institute of Science and Technology, 1-1 Asahidai, Nomi, 923-1211 Ishikawa, Japan.
Mohd Nor Akmal KhalidSchool of Information Science, Japan Advanced Institute of Science and Technology, 1-1 Asahidai, Nomi, 923-1211 Ishikawa, Japan.
Hiroyuki IidaResearch Center for Entertainment Science, Japan Advanced Institute of Science and Technology, 1-1 Asahidai, Nomi, 923-1211 Ishikawa, Japan.
Wilawan InchamnanCollege of Creative Design and Entertainment, Dhurakij Bundit University, Bangkok, Thailand.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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 motion in mind concept). The structural experiment, with a mixed methods design, was designed around the notion of time pressure and the difficulty of gamifying the quizzing experience. This model was constructed to validate and expand the quantitative findings (motion in mind model) by including qualitative explorations (thematic analysis). The results revealed the potential synthesis of motion in mind and flow theory, and its relationships to engagement and learning were identified as a new conceptual scheme.

Indexed as

Challenge adjustmentEngagementGamificationPhysics in mindQuizzingTime pressure

Identifiers

PMID35005284
PMCPMC8715305

What OpenQuestion holds

Textmetadata
LicenceCC BY
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.