2022
DOI: 10.30935/cedtech/11568
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CrossQuestion Game: A Group-Based Assessment for Gamified Flipped Classroom Experience Using the ARCS Model

Abstract: 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 … Show more

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Cited by 6 publications
(8 citation statements)
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References 41 publications
(41 reference statements)
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“…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 3 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%
“…Note that gamification activities encourage activity completion, improve learning, and address issues [58]. Quizzes, formative assessments [3], [26], [31], [42], [46], learning activities, in-class instruction and assessment, as well as group projects [12], [34] were some of the gamification techniques employed in the researchers' study.…”
Section: Discussionmentioning
confidence: 99%
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“…Digital game-based learning (DGBL) has an engaging and challenging character, while setting educational goals for students and promoting knowledge acquisition [3,17]. In game-based learning, it is important that players face challenges that are close to their skill level [18].…”
Section: Incentive System Design In Digital Game-based Learningmentioning
confidence: 99%