{"title":"测验模式对学生学习成绩的影响:一项游戏化电子测验研究","authors":"Kyung-Mi O","doi":"10.3991/ijet.v18i12.34155","DOIUrl":null,"url":null,"abstract":"This study investigated the impact of quiz mode on university students' academic achievement in an online ESOL theory course as well as their perceptions of the gamified e-quiz mode. Forty-two students at a women's university in Seoul participated in the study for 12 weeks. Utilizing a crossover design (AB/BA), this study compared the academic achievements of Group A (n=22) and Group B (n=20) after experiencing both gamified and conventional e-quiz interventions. Group A was treated with gamified e-quizzes for an initial three weeks, had a three-week break, and was then provided with conventional e-quizzes for three weeks. Group B received the same treatments in reverse order: taking the conventional e-quizzes first, having a washout break, and then taking gamified e-quizzes. Three tests—one pre-test and two post-tests—were developed and used to measure the participants’ academic achievement. Two parallel survey forms were used after each intervention to measure the students' perceptions. The data analyses of the test results indicated that the students' academic achievements after the gamified e-quizzes were not significantly different from those after the conventional e-quizzes. In addition, the survey data illustrated, except for some data sets indicating more favorable perceptions toward gamified e-quizzes, that the participants of both groups viewed the two modes of quizzes mostly positively. Moreover, more participants in both groups chose gamified e-quizzes over conventional ones, describing the gamified e-quizzes as enjoyable, motivating, and low-anxious experiences.","PeriodicalId":47933,"journal":{"name":"International Journal of Emerging Technologies in Learning","volume":" ","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Impact of Quiz Mode on Students’ Learning Achievement: A Gamified e-Quiz Study\",\"authors\":\"Kyung-Mi O\",\"doi\":\"10.3991/ijet.v18i12.34155\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This study investigated the impact of quiz mode on university students' academic achievement in an online ESOL theory course as well as their perceptions of the gamified e-quiz mode. Forty-two students at a women's university in Seoul participated in the study for 12 weeks. Utilizing a crossover design (AB/BA), this study compared the academic achievements of Group A (n=22) and Group B (n=20) after experiencing both gamified and conventional e-quiz interventions. Group A was treated with gamified e-quizzes for an initial three weeks, had a three-week break, and was then provided with conventional e-quizzes for three weeks. Group B received the same treatments in reverse order: taking the conventional e-quizzes first, having a washout break, and then taking gamified e-quizzes. Three tests—one pre-test and two post-tests—were developed and used to measure the participants’ academic achievement. Two parallel survey forms were used after each intervention to measure the students' perceptions. The data analyses of the test results indicated that the students' academic achievements after the gamified e-quizzes were not significantly different from those after the conventional e-quizzes. In addition, the survey data illustrated, except for some data sets indicating more favorable perceptions toward gamified e-quizzes, that the participants of both groups viewed the two modes of quizzes mostly positively. Moreover, more participants in both groups chose gamified e-quizzes over conventional ones, describing the gamified e-quizzes as enjoyable, motivating, and low-anxious experiences.\",\"PeriodicalId\":47933,\"journal\":{\"name\":\"International Journal of Emerging Technologies in Learning\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-06-21\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Emerging Technologies in Learning\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.3991/ijet.v18i12.34155\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Emerging Technologies in Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3991/ijet.v18i12.34155","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"Social Sciences","Score":null,"Total":0}
Impact of Quiz Mode on Students’ Learning Achievement: A Gamified e-Quiz Study
This study investigated the impact of quiz mode on university students' academic achievement in an online ESOL theory course as well as their perceptions of the gamified e-quiz mode. Forty-two students at a women's university in Seoul participated in the study for 12 weeks. Utilizing a crossover design (AB/BA), this study compared the academic achievements of Group A (n=22) and Group B (n=20) after experiencing both gamified and conventional e-quiz interventions. Group A was treated with gamified e-quizzes for an initial three weeks, had a three-week break, and was then provided with conventional e-quizzes for three weeks. Group B received the same treatments in reverse order: taking the conventional e-quizzes first, having a washout break, and then taking gamified e-quizzes. Three tests—one pre-test and two post-tests—were developed and used to measure the participants’ academic achievement. Two parallel survey forms were used after each intervention to measure the students' perceptions. The data analyses of the test results indicated that the students' academic achievements after the gamified e-quizzes were not significantly different from those after the conventional e-quizzes. In addition, the survey data illustrated, except for some data sets indicating more favorable perceptions toward gamified e-quizzes, that the participants of both groups viewed the two modes of quizzes mostly positively. Moreover, more participants in both groups chose gamified e-quizzes over conventional ones, describing the gamified e-quizzes as enjoyable, motivating, and low-anxious experiences.
期刊介绍:
This interdisciplinary journal focuses on the exchange of relevant trends and research results and presents practical experiences gained while developing and testing elements of technology enhanced learning. It bridges the gap between pure academic research journals and more practical publications. So it covers the full range from research, application development to experience reports and product descriptions. Fields of interest include, but are not limited to: -Software / Distributed Systems -Knowledge Management -Semantic Web -MashUp Technologies -Platforms and Content Authoring -New Learning Models and Applications -Pedagogical and Psychological Issues -Trust / Security -Internet Applications -Networked Tools -Mobile / wireless -Electronics -Visualisation -Bio- / Neuroinformatics -Language /Speech -Collaboration Tools / Collaborative Networks