Interactive Learning of Factual Contents Using a Game-Like Quiz

  • Abejide Ade-IbijolaEmail author
  • Kehinde Aruleba
Conference paper
Part of the Communications in Computer and Information Science book series (CCIS, volume 963)


Computer games are widely recognised for the attention they get from their players. Beyond mere games are ‘serious games’ created to teach specific subjects or concepts. Arguably, two of the most addictive mechanisms in serious games are: the scoring design, and the game interface. These mechanisms have been proven to increase the interest of players in such games, balancing their learning experience with the fun. Quiz systems, by contrast, are mere educational tools with little or no interesting devices. In this paper we propose a new classification for some mid-point between serious games and quiz systems, suggesting an ‘equilibrium’ by adding some fun and keeping the educational content of quiz systems. We also describe the development of a new quiz system designed with Abeced. It is designed with game-like interactive feedback mechanisms for testing students on factual contents across different subjects. Abeced, mimicking most serious games, is designed with an interesting interface and a voice feedback to enhance students’ learning experience. Students found Abeced very interesting because of its embedded game-like features.


Game-like quiz Serious games Quiz systems Abeced 



Thanks to Edward J. Nicol Bell who supported the development of Abeced.


  1. 1.
    Ade-Ibijola, A.: A simulated enhancement of Fisher-Yates algorithm for shuffling in virtual card games using domain-specific data structures. Int. J. Comput. Appl. 54(11), 24–28 (2012)Google Scholar
  2. 2.
    Backurs, A., Indyk, P.: Edit distance cannot be computed in strongly subquadratic time (unless SETH is false). In: Proceedings of 47th Annual ACM Symposium on Theory of Computing, pp. 51–58 (2015)Google Scholar
  3. 3.
    Barab, S., Thomas, M., Dodge, T., Carteaux, R., Tuzun, H.: Making learning fun: Quest Atlantis, a game without guns. Education Tech. Research Dev. 53(1), 86–107 (2005)CrossRefGoogle Scholar
  4. 4.
    Bellotti, F., Kapralos, B., Lee, K., Moreno-Ger, P., Berta, R.: Assessment in and of serious games: an overview. In: Proceedings of Advances in Human-Computer Interaction (2013)Google Scholar
  5. 5.
    Bergeron, B.: Developing serious games (2006)Google Scholar
  6. 6.
    Connolly, T.M., Boyle, E.A., MacArthur, E., Hainey, T., Boyle, J.M.: A systematic literature review of empirical evidence on computer games and serious games. Comput. Educ. 59(2), 661–686 (2012)CrossRefGoogle Scholar
  7. 7.
    Deavor, J.P.: Who wants to be a (chemical) millionaire? J. Chem. Educ. 78(4), 467 (2001)CrossRefGoogle Scholar
  8. 8.
    de Leeuw, K.E., Mayer, R.E.: Cognitive consequences of making computer-based learning activities more game-like. Comput. Hum. Behav. 27(5), 2011–2016 (2011)CrossRefGoogle Scholar
  9. 9.
    de Lima, R.M., et al.: A 3D serious game for medical students training in clinical cases. In: Proceedings of IEEE International Conference on Serious Games and Applications for Health, SeGAH 2016, pp. 1–9 (2016)Google Scholar
  10. 10.
    EA Sports: FIFA (2018).
  11. 11.
    Gobet, F., Campitelli, G.: Educational benefits of chess instruction: a critical review. In: Proceedings of Chess and Education: Selected Essays from the Koltanowski Conference, Dallas, pp. 124–143 (2006)Google Scholar
  12. 12.
    Guay-Paz, J.R.: Introducing ASP.NET and Telerik. In: Guay-Paz, J.R. (ed.) Pro Telerik ASP.NET and Silverlight Controls, pp. 1–14. Apress, New York (2010). Scholar
  13. 13.
    Hazra, T.K., Bhattacharyya, S.: Image encryption by blockwise pixel shuffling using modified Fisher Yates shuffle and pseudorandom permutations. In: Proceedings of 7th Annual IEEE Information Technology ,Electronics and Mobile Communication Conference, pp. 1–6 (2016)Google Scholar
  14. 14.
    Heeringa, W.J.: Measuring dialect pronunciation differences using Levenshtein distance. Doctoral dissertation (2004)Google Scholar
  15. 15.
    Jarvin, L.: Edutainment, games, and the future of education in a digital world. New Dir. Child Adolesc. Dev. 147, 33–40 (2015)CrossRefGoogle Scholar
  16. 16.
    Johnson, C.I., Mayer, R.E.: Applying the self-explanation principle to multimedia learning in a computer-based game-like environment. Comput. Hum. Behav. 26(6), 1246–1252 (2010)CrossRefGoogle Scholar
  17. 17.
    Johnson, W.L., Wu, S.: Assessing aptitude for learning with a serious game for foreign language and culture. In: Woolf, B.P., Aïmeur, E., Nkambou, R., Lajoie, S. (eds.) ITS 2008. LNCS, vol. 5091, pp. 520–529. Springer, Heidelberg (2008). Scholar
  18. 18.
    Ju, E., Wagner, C.: Personal computer adventure games: their structure, principles, and applicability for training. ACM SIGMIS Database 28(2), 78–92 (1997)CrossRefGoogle Scholar
  19. 19.
    Kim, B., Park, H., Baek, Y.: Not just fun, but serious strategies: using meta-cognitive strategies in game-based learning. Comput. Educ. 52(4), 800–810 (2009)CrossRefGoogle Scholar
  20. 20.
    Klopfer, E., Osterweil, S., Salen, K.: Moving learning games forward. The Education Arcade (2009)Google Scholar
  21. 21.
    Lightfoot, J.M.: Integrating emerging technologies into traditional classrooms: a pedagogic approach. Int. J. Instr. Media 32(3), 209 (2005)Google Scholar
  22. 22.
    Marsh, T.: Serious games continuum: between games for purpose and experiential environments for purpose. Entertain. Comput. 2(2), 61–68 (2011)CrossRefGoogle Scholar
  23. 23.
    Mayer, R.E., Johnson, C.I.: Adding instructional features that promote learning in a game-like environment. J. Educ. Comput. Res. 42(3), 241–265 (2010)CrossRefGoogle Scholar
  24. 24.
    McDaniel, M.A., Anderson, J.L., Derbish, M.H., Morrisette, N.: Testing the testing effect in the classroom. Eur. J. Cogn. Psychol. 19(4/5), 494–513 (2007)CrossRefGoogle Scholar
  25. 25.
    Michael, D.R., Chen, S.L.: Serious Games: Games that Educate, Train, and Inform. Muska & Lipman, Cincinnati (2005)Google Scholar
  26. 26.
    Pasin, F., Giroux, H.: The impact of a simulation game on operations management education. Comput. Educ. 57(1), 1240–1254 (2011)CrossRefGoogle Scholar
  27. 27.
    Ratan, R., Ritterfeld, U.: Classifying serious games. In: [28], pp. 10–24 (2009)Google Scholar
  28. 28.
    Ritterfeld, U., Cody, M., Vorderer, P. (eds.): Serious Games: Mechanisms and Effects. Routledge, Abingdon (2009)Google Scholar
  29. 29.
    Rosenfeld, A., Ade-Ibijola, A., Ewert, S.: Regex parser II: teaching regular expression fundamentals via educational gaming. In: Liebenberg, J., Gruner, S. (eds.) SACLA 2017. CCIS, vol. 730, pp. 99–112. Springer, Cham (2017). Scholar
  30. 30.
    Rowles, C.: Strategies to promote critical thinking and active learning. In: Teaching in Nursing: A Guide for Faculty, 4th edn. Elsevier (2012)Google Scholar
  31. 31.
    Saga, M., et al.: Development of a multiple user quiz system on a shared display. In: Proceedings of 7th IEEE International Conference on Creating, Connecting and Collaborating Through Computing, C5 2009, pp. 103–110 (2009)Google Scholar
  32. 32.
    Sagae, A., Johnson, W.L., Row, R.: Serious game environments for language and culture education. In: Proceedings of NAACL HLT 2010 Demonstration Session, pp. 29–32. Association for Computational Linguistics (2010)Google Scholar
  33. 33.
    Tinoco, L.C., Fox, E., Ehrich, R., Fuks, H.: QUIZIT: an interactive quiz system for www-based instruction. In: Proceedings of VII Brazilian Symposium of Informatics in Education, pp. 365–378 (1996)Google Scholar
  34. 34.
    van der Loo, M.P.: The stringdist package for approximate string matching. R J. 6(1), 111–122 (2014)Google Scholar
  35. 35.
    van Rooij, A.J., Schoenmakers, T.M., Vermulst, A.A., van den Eijnden, R.J., van de Mheen, D.: Online video game addiction: identification of addicted adolescent gamers. Addiction 106(1), 205–212 (2011)CrossRefGoogle Scholar
  36. 36.
    Wan, C.S., Chiou, W.B.: Why are adolescents addicted to online gaming? An interview study in Taiwan. CyberPsychol. Behav. 9(6), 762–766 (2006)CrossRefGoogle Scholar
  37. 37.
    Wang, Q., Sourina, O., Nguyen, M.K.: EEG-based ‘serious’ games design for medical applications. In: Proceedings of IEEE International Conference on Cyberworlds, pp. 270–276 (2010)Google Scholar
  38. 38.
    Westera, W., Nadolski, R., Hummel, H.G., Wopereis, I.G.: Serious games for higher education: a framework for reducing design complexity. J. Comput. Assist. Learn. 24(5), 420–432 (2008)CrossRefGoogle Scholar
  39. 39.
    Yujian, L., Bo, L.: A normalized Levenshtein distance metric. IEEE Trans. Pattern Anal. Mach. Intell. 29(6), 1091–1095 (2007)CrossRefGoogle Scholar
  40. 40.
    Zyda, M.: From visual simulation to virtual reality to games. Computer 38(9), 25–32 (2005)CrossRefGoogle Scholar

Copyright information

© Springer Nature Switzerland AG 2019

Authors and Affiliations

  1. 1.Department of Applied Information SystemsUniversity of JohannesburgJohannesburgSouth Africa
  2. 2.School of Computer Science and Applied MathematicsUniversity of the WitwatersrandJohannesburgSouth Africa

Personalised recommendations