Yuki Tanaka, H. Uwano, Tomohiro Ichinose, Shinya Takehara
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Effects of Gamified Quiz to Student's Motivation and Score
In this paper, we analyze an effect of gamification to student's motivation and quiz score in practical lecture scene. We use e-Learning system with ranking module to motivate students toward a quiz preparation. As a result of the experiments, 44% students answered that their motivation toward the quiz preparation was increased. We also found that the student's competitive-mind affected how the ranking system effected their motivation and score.