A Novel Gamification Application for High School Student Examination and Assessment to Assist Student Engagement and to Stimulate Interest
Abstract
:1. Introduction
2. Gamification in Education: Basic Principles and Background
- Is the gamification of an exam process acceptable and efficient?
- Does the creation of an entertaining and more playful environment provide motivation for more engagement of the students?
3. Methodology
- -
- Were the quiz questions relevant to the material taught?
- Yes
- No
- -
- Were the questions simple and understandable?
- Yes
- No
- -
- Does the application make you feel interested?
- Yes
- No
- -
- Changes you would make to the application (pick only one)
- Increase of time limit for each question
- Increase of the number of questions
- Increase in aids (e.g., lives, cherries, light bulbs)
- Easier questions
- -
- Give your own suggestionDo you find the organization of the quiz satisfactory?
- Yes
- No
- -
- Do you believe the implementation of such quizzes in learning would make teaching more interesting?
- 1: Not at all
- 2: Quite a bit
- 3: Very much
- -
- Would you like similar methods to be incorporated into the teaching of courses during the school year?
- Yes
- No
4. A Novel Application for Student Assessment
4.1. Application Architecture
4.2. Software and Tools
- Connection to a database for data storage;
- User registration;
- The creation of new quizzes by administrators;
- Entry, modification, and deletion of questions by administrators.
4.3. Graphical Game Environment
4.4. Game Rules
- Response time contributes to the game’s scoring, allowing for a reward for players who answer more quickly. Ideally, the player should not pause at all, if possible.
- If a player is not sure about an answer, a light bulb may be spent to provide the correct answer.
- A player may randomly reduce the available answers by half by spending a cherry.
- As the score increases, the player is rewarded by earning lives (heart icons), ready answers (bulb icons), and hints (cherries).
- During the game, the player is informed of the score needed to achieve the best score for that specific quiz.
- After a certain number of answers, the difficulty level increases and an appropriate graphic appears to inform the player.
- For each correct answer, the player earns 200 points and additional points based on their response speed.
- If a game is not completed, the player’s attempt is recorded as incomplete.
- At the end of the game, the browser automatically opens for the player to view their ranking for the quiz.
4.5. Sample Questions
- Home Tool Markup Language
- Hyper Tool Markup Language
- Hyperlinks Tool Markup Language
- HyperText Markup Language
- Inside the <body> label
- Inside the <head> label
- Outside the <htm1> label
- There is no constraint
- Hello World! On a red background
- Hello World! In red letters
- Hello World! in Large font size
- Hello World!
5. Research Results
- The participants were approximately equally divided by gender (52.8% female, 47.2% male) and were around the age of 15.
- Regarding the questions about the content of the quiz, the students’ responses were unanimous in that they found the quiz questions easy and understandable. Furthermore, most students (80.6%) found the time given for the questions to be sufficient, while the use of aids in the quiz, such as ready-made answers (light bulbs) and discarding half of the choices available (cherries), greatly helped them in answering the questions (97.2%). This is an important finding since it points to a possible indirect method of learning via an appropriate choice of the available answers.
- Given the enthusiasm and focus of the students, it came as no surprise at all that there were unanimous positive responses to the suggestion that similar quizzes be used in other courses and to the suggestion that similar methods be employed in teaching. This conclusion appears to be in line with several similar studies (for instance, see [38,51]). Along the same lines, the overall level of satisfaction from the process was the highest possible for almost 9 out of 10 students (Figure 4). In comments turned in by some of the participants, it was stated that the process as a whole is by far more interesting than the standard methods of examination.
- 4.
- The overwhelming majority of students stated that the quiz improved their knowledge of the subject, apparently due to the existence of alternative answers and to the use of the nonstandard helping tools (bulbs and cherries) (Figure 5). A total of 11.1% reported an improvement in skills. Very few reported an improvement in the stress felt. This is an interesting finding, which requires further attention and analysis, since this indirect acquisition of knowledge may be very useful in raising the level of the not-so-strong and/or not committed students.
- 5.
- When asked to characterize the learning procedure via the quiz as “easier”, “amusing”, or “more interesting”, a large majority found it amusing, while no student said it was easier (Figure 6). This finding may provide a better insight into the reasons behind student disengagement, as students do not focus on an “easier” exam but rather on the satisfaction they obtain from the process. It points to the motivation created for the students by their experience with gaming tools and mechanics in other aspects of everyday life.
- 6.
- When asked whether they believe that the use of such exams would make teaching more interesting, all but one student picked the highest rating (Figure 7). This result shows that such novelties could create a substantial boost in student involvement, provided that an appropriate use is made by the teacher and the educational organization in general, as already suggested in several sources (see e.g., [33]).
- 7.
- Finally, the students made extensive use of the various help items (light bulbs, cherries) provided by the quiz, as indicated in the diagram below (Figure 8). After the quiz, some students stated to the instructor that the use of the help items provided them with some insight into the nature of the question, leading them to better understand the issue the question dealt with. This is an important observation, as this feature may attract students who are less knowledgeable or less committed.
6. Conclusions and Future Research
Author Contributions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
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Gianni, A.M.; Antoniadis, N. A Novel Gamification Application for High School Student Examination and Assessment to Assist Student Engagement and to Stimulate Interest. Information 2023, 14, 498. https://doi.org/10.3390/info14090498
Gianni AM, Antoniadis N. A Novel Gamification Application for High School Student Examination and Assessment to Assist Student Engagement and to Stimulate Interest. Information. 2023; 14(9):498. https://doi.org/10.3390/info14090498
Chicago/Turabian StyleGianni, Anna Maria, and Nikolaos Antoniadis. 2023. "A Novel Gamification Application for High School Student Examination and Assessment to Assist Student Engagement and to Stimulate Interest" Information 14, no. 9: 498. https://doi.org/10.3390/info14090498
APA StyleGianni, A. M., & Antoniadis, N. (2023). A Novel Gamification Application for High School Student Examination and Assessment to Assist Student Engagement and to Stimulate Interest. Information, 14(9), 498. https://doi.org/10.3390/info14090498