Gamifying Formative Quizzes Increases Student Engagement and Makes Learning Fun
Gamifying Formative Quizzes Increases Student Engagement and Makes Learning Fun
What is this Research About?
What did the Researchers Do?
What did the Researchers Find?
Researchers found that students’ quiz scores increased over the semester for all students, regardless of if traditional versus gamified methods were used. Between the three online platforms, students who used Quizizz in the classroom had the highest scores throughout the semester, though all platforms yielded quiz results of over 84% by the end of the semester.
Despite the researchers finding no large difference in student performance between the two assessment methods, students still found the gamification platforms to be valuable to their learning. They were emotionally engaged in what they were doing and felt that they could improve their teamwork and problem-solving skills in a fun way through friendly group competitions.
→ How to Implement this Research in Your Classroom
Gamification allows for increased participation and engagement from students in the classroom. To understand how gamified tools impact student performance and engagement, researchers looked for differences between online gamified quizzes and traditional, paper-based quizzes. Though no large differences were found, students found the gamified learning approaches to be positive and fun ways to develop crucial skills such as teamwork and problem solving.
Gamifying the classroom offers instructors the opportunity to adapt from a conventional teacher-centered teaching approach to a more student-centered approach. Friendly competitions, immediate feedback, and rewards can support innovative instructional methods which tailor to the needs and skills of 21st-century students.
Instructors should consider integrating both traditional, paper-based quizzes and online, gamified quizzes within the classroom or as supplemental learning tools for students, to diversify course activities and increase meaningful engagement from students. Tools such Quizizz or Kahoot are a great user-friendly starting point for individuals new to gamification who want to try it out!
→ Citation
Zainuddin, Z., Shujahat, M., Haruna, H., & Chu, S. K. W. (2020). The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system. Computers & Education, 145, 103729. https://doi.org/10.1016/j.compedu.2019.103729
→ Keywords
- Gamification
- Formative Assessment
- Student Engagement
- E-Quizzes
This work is licensed under the Creative Commons Attribution 2.0 Canada License
Snapshot Writer: Nida Ansari
Snapshot Publication Date: 2024
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