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2020
DOI: 10.1016/j.compedu.2019.103666
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Gamification in the classroom: Examining the impact of gamified quizzes on student learning

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Cited by 208 publications
(235 citation statements)
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References 61 publications
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“…Despite the acceptance and use of gamification by teachers in general [16], this work acquires its reason for being in the scarcity of studies concerning the use of the Escape Room in the area of Mathematics. Therefore, with the intention of increasing the impact of the literature on the state of the question, this study has been carried out.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Despite the acceptance and use of gamification by teachers in general [16], this work acquires its reason for being in the scarcity of studies concerning the use of the Escape Room in the area of Mathematics. Therefore, with the intention of increasing the impact of the literature on the state of the question, this study has been carried out.…”
Section: Discussionmentioning
confidence: 99%
“…When we talk about gamification, we are referring to one of the active methodologies that, in recent years, has been most developed by teachers and students from all over the world [15]. For this reason, it has earned a place among the most widely used and studied methodologies [16]. As its name suggests, it bases its main focus on the application of the game phenomenon and on converting spaces reserved for formal learning into recreational spaces in which to continue learning [17,18].…”
Section: Gamification As An Innovate Toolmentioning
confidence: 99%
“…Gamification is a newly growing trend in teaching and learning that emerges to enhance instructional contents in educational settings. It has been found that students who completed more gamified quizzes perform better across summative tests (Sanchez, Langer, & Kaur, 2020).…”
Section: Discussionmentioning
confidence: 99%
“…From this framework, they concluded that gamification can be used to surprise and disrupt the students, to encourage them to be active in class, and to make learning fun. Later, inn ( Sanchez et al., 2020 ), the effects of gamified quizzes in an educational setting were studied in two ways: if the gamification can enhance the testing effect, and if the student characteristics affect the effects of gamification. They conducted an experiment with data from two consecutive semesters of students enrolled in an introductory psychology course.…”
Section: Introductionmentioning
confidence: 99%