CrossQuestion Game: A Group-Based Assessment for Gamified Flipped Classroom Experience Using the ARCS Model

被引:6
|
作者
Durrani, Usman [1 ]
Hujran, Omar [2 ]
Al-Adwan, Ahmad Samed [3 ]
机构
[1] Univ Management & Technol, Sch Syst & Technol, Dept Comp Sci, Lahore, Pakistan
[2] United Arab Emirates Univ, Coll Business & Econ, Dept Analyt Digital Era, Al Ain, U Arab Emirates
[3] Al Ahliyya Amman Univ, Business Sch, Dept Elect Business & Commerce, Amman, Jordan
关键词
flipped classroom; gamification; motivation; ARCS motivation model; instructional materials motivation survey (IMMS); educational game; LEARNING-PERFORMANCE; HIGHER-EDUCATION; GROUP WORK; STUDENTS; GAMIFICATION; MOTIVATION;
D O I
10.30935/cedtech/11568
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The importance of formal online education has been felt like never before because of the ongoing nature of the COVID-19 pandemic. Researchers and academics are continuously experimenting with combinations of established pedagogies, tools, and technologies to enhance or sustain the student learning process and motivation. For this study, we have designed and developed a multi-player game called CrossQuestion to explore the combined effect of applying gamification and flipped classroom pedagogies using the ARCS (Attention, Relevance, Confidence, and Satisfaction) model guidelines and its application in the obligatory IT foundation online course during the pandemic. We delivered this course to 79 undergraduate (mostly) non-IT students in Ajman University, UAE. Students were randomly divided into a non-gamified cohort (35 students gone through lecture-based instructions and paper-based assessments-Spring 2019-20-pre-COVID-19 face to face environment) and a gamified flipped classroom cohort (44 students, played the CrossQuestion game-Spring 2020-21-during COVID-19 online environment). We collected the survey data anonymously through our customized Instructional Materials Motivation Survey (IMMS) tool and then performed descriptive analysis, t-test, and regression analysis to address the research hypothesis. We found a significant relationship between learning motivational factors and learning effectiveness. We also found the positive influence of our game on students' motivation.
引用
收藏
页数:15
相关论文
共 46 条
  • [31] Inferring proxy response in household travel surveys with unknown completer using a group-based choice model
    Maruyama, Takuya
    Hosotani, Kenta
    Kawano, Tomoki
    TRANSPORTATION, 2021, 48 (01) : 283 - 302
  • [32] Inferring proxy response in household travel surveys with unknown completer using a group-based choice model
    Takuya Maruyama
    Kenta Hosotani
    Tomoki Kawano
    Transportation, 2021, 48 : 283 - 302
  • [33] EXPERIENCE AND OVERALL ASSESSMENT OF GROUP WORK USING PROCESS-BASED LEARNING
    Cano Ramirez, Ana
    Cabrera Suarez, Francisco
    EDULEARN12: 4TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES, 2012, : 3819 - 3826
  • [34] An Approach to Assessment of Video Game-based Learning using Structural Equation Model
    Bolivar Baron, Holman
    Castillo Salinas, Sandra
    Gonzalez Crespo, Ruben
    PROCEEDINGS OF THE 2014 9TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2014), 2014,
  • [35] Using the PCaRD digital game-based learning model of instruction in the middle school mathematics classroom: A case study
    Denham, Andre R.
    BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY, 2019, 50 (01) : 415 - 427
  • [36] Using machine learning to model trace behavioral data from a game-based assessment
    Auer, Elena M.
    Mersy, Gabriel
    Marin, Sebastian
    Blaik, Jason
    Landers, Richard N.
    INTERNATIONAL JOURNAL OF SELECTION AND ASSESSMENT, 2022, 30 (01) : 82 - 102
  • [37] Facilitating organisational development using a group-based formative assessment and benchmarking method: design and implementation of the International Family Practice Maturity Matrix
    Elwyn, Glyn
    Bekkers, Marie-Jet
    Tapp, Laura
    Edwards, Adrian
    Newcombe, Robert
    Eriksson, Tina
    Braspenning, Joze
    Kuch, Christine
    Adzic, Zlata Ozvacic
    Ayankogbe, Olayinka
    Cvetko, Tatjana
    in't Veld, Kees
    Karotsis, Antonis
    Kersnik, Janko
    Lefebvre, Luc
    Mecini, Ilir
    Petricek, Goranka
    Pisco, Luis
    Thesen, Janecke
    Turon, Jose Maria
    van Rossen, Edward
    Grol, Richard
    QUALITY & SAFETY IN HEALTH CARE, 2010, 19 (06): : e48
  • [38] A study on the usefulness and reliability of the "Scheme of Appraisal of Emotional Development" (SAED) for persons with ID using direct observation in a group-based assessment procedure
    Elstner, S.
    Diefenbacher, A.
    Kirst, E.
    Vandevelde, S.
    RESEARCH IN DEVELOPMENTAL DISABILITIES, 2016, 49-50 : 108 - 117
  • [39] Mobile robot wall-following control using a fuzzy cerebellar model articulation controller with group-based strategy bacterial foraging optimization
    Lin, Cheng-Jian
    Lin, Hsueh-Yi
    INTERNATIONAL JOURNAL OF ADVANCED ROBOTIC SYSTEMS, 2017, 14 (04): : 1 - 13
  • [40] Data Regulation and Data-Based Innovation in China: A Four-Group Game Model Using Empirical Testing
    Zhou, Xiaoxiao
    Zhao, Yongan
    Zhao, Xin
    Ahmad, Ashfaq
    Shahzad, Umer
    IEEE TRANSACTIONS ON ENGINEERING MANAGEMENT, 2024, 71 : 7586 - 7608