2018
DOI: 10.30880/ijie.2018.10.06.019
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Questionify: Gamification in Education

Abstract: In the education industry, lecturers are finding ways to improve students' concentrations and grades by using smart devices to track students' assignment or tutorial progress. One of the few possible and attractive solution is by using the gamification technique. This paper proposes an educational application called Questionify that implements the gamification elements and allow users to collect points, gain achievements, increase motivation and engagement towards students' coursework in Software Engineering s… Show more

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Cited by 12 publications
(10 citation statements)
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References 4 publications
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“…Guérard-Poirier et al ( 2020 ) Checklist (progression), Feedback , Points, Scoreboard , Progress bar , Leaderboard Not specified 6. Kasinathan et al ( 2018 ) Scoreboard (points) , Time progress bar (time for each question) , Challenges Not specified 7. Kyewski and Krämer ( 2018 ) Badges Self-determination theory SDT (Ryan & Deci, 2000 ) Social comparison theory 8.…”
Section: Results Of the Searchmentioning
confidence: 99%
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“…Guérard-Poirier et al ( 2020 ) Checklist (progression), Feedback , Points, Scoreboard , Progress bar , Leaderboard Not specified 6. Kasinathan et al ( 2018 ) Scoreboard (points) , Time progress bar (time for each question) , Challenges Not specified 7. Kyewski and Krämer ( 2018 ) Badges Self-determination theory SDT (Ryan & Deci, 2000 ) Social comparison theory 8.…”
Section: Results Of the Searchmentioning
confidence: 99%
“…In the reviewed collection, five studies employed one single game element (Coleman, 2018 ; Garnett & Button, 2018 ; Kyewski & Krämer, 2018 ; Facey-Shaw et al, 2020 ; Dikcius et al, 2021 ), three other studies gamified systems using two game elements (Fajiculay et al, 2017 ; Smith, 2017 ; Donnermann et al, 2021 ), five other studies used three game elements (Hisham & Sulaiman, 2017 ; Kasinathan et al, 2018 ; Romero-Rodriguez et al, 2019 ; Khaleel et al, 2020 ; Sanchez et al, 2020 ) while the remaining ones used more than three elements.…”
Section: Results Of the Searchmentioning
confidence: 99%
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“…This scenario makes participation being out of necessity instead of self-initiated [25]. Moreover, PowerPoint slides are overused and often overloaded with information making it repulsive [26]. Students end up ignoring or writing notes.…”
Section: Introductionmentioning
confidence: 99%
“…Even though gamification on the current trending method to increase the motivation and engagement of users, it can also be conceptualized as [3,4]. In their paper [9] explain the concept of gamification boost the students engagement is class activities.…”
Section: Introductionmentioning
confidence: 99%