2022
DOI: 10.18178/ijiet.2022.12.1.1581
|View full text |Cite
|
Sign up to set email alerts
|

CrossQuestion Game: A Design of a Group-Based Assessment Tool to Enhance Student Motivation during Pandemic

Abstract: This paper explores the effect of applying gamification and flipped classroom approaches through our group-based assessment game, the CrossQuestion, in the course of IT in Business. The course teaches basic IT fundamentals and their application in different functional areas of business and management. In Spring 2020-21, we delivered this course through Moodle platform, integrated with the Zoom video communication tool, to introduce the CrossQuestion game as supplemental resources to engage students. We conduct… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
5
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
5

Relationship

1
4

Authors

Journals

citations
Cited by 5 publications
(5 citation statements)
references
References 24 publications
0
5
0
Order By: Relevance
“…For example, 21 of the 52 articles do not mention any theory or model employed to implement their research. In addition, most scholars applied the Attention, Relevance, Confidence and Satisfaction model to examine how GFC impacted students' motivation [10], [26], [33], [45], [46].…”
Section: Discussionmentioning
confidence: 99%
See 2 more Smart Citations
“…For example, 21 of the 52 articles do not mention any theory or model employed to implement their research. In addition, most scholars applied the Attention, Relevance, Confidence and Satisfaction model to examine how GFC impacted students' motivation [10], [26], [33], [45], [46].…”
Section: Discussionmentioning
confidence: 99%
“…[44] Zoom 40 [45] CrossQuestion 41 [46] CrossQuestion multiplayer game 42 [47] Moodle, Quiz 43 [48] Educaplay 44 [49] Moodle 45 [50] Ed Puzzle, LMS Moodle platform 46 [51] iSpring Learn, LMS 47 [52] Moodles 48 [53] Saudi national online learning 49 [54] Self-develop gamification learning 50 [55] Kahoot! And LearningApps 51 [56] Kahoot!…”
Section: Gaming Tools or Online Platformmentioning
confidence: 99%
See 1 more Smart Citation
“…Gamification of flight instructor learning in evidence-based training scenarios [51] Non-Formal Digital badges affect need satisfaction but not frustration in males in higher education [52] Formal Can gamification improve the virtual reality tourism experience? Analyzing the mediating role of tourism fatigue [53] Non-Formal Education in Focused Lung Ultrasound Using Gamified Immersive Virtual Reality: A Randomized Controlled Study [54] Formal Gamification of virtual reality assembly training: Effects of a combined point and level system on motivation and training results [55] Formal Investigating how gamified syllabic literacy impacts learning, flow and inappropriate behaviors: A single-subject study design [56] Non-Formal A gamified app for supporting undergraduate students' mental health: A feasibility and usability study [56] Formal An Educational Arabic Sign Language Mobile Application for Children with Hearing Impairment [57] Non-Formal BioIntegrada Game Application: An Instrument for the Systemic Teaching from Cells to the Environment [58] Formal Crossquestion game: A design of a group-based assessment tool to enhance student motivation during pandemic [59] Formal Design, development and use of a digital badges system in higher education [60] Formal The implementation of gamification in formal education also consistsed of several levels. Can be seen in figure 4, most of them came from higher education level, with as many as 38 articles.…”
Section: Indonesian Journal Of Computer Sciencementioning
confidence: 99%
“…Encouragement points can also be provided to runners-up. We presented both cohorts with the IMMS questionnaire using 36 questions (with slight customization) during PRE and POST the course delivery to test the H2 (Durrani et al, 2021). These 36 questions were grouped into four categories: Attention (ATTEN), Relevance (RELE), Confidence (CONF), and Satisfaction (SAT).…”
Section: Completion Stagementioning
confidence: 99%