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Students’ Choices

A Comparative Study of a Gamified and a Non-gamified Question-Based Learning App in Graduate Education

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Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10653))

Abstract

Serious Games are applied to foster motivation in accomplishing real-world tasks. However, their efficacy can be considered as being dependent on personal preferences of the recipients. In this exploratory study, two multiple choice question-based apps have been evaluated as a learning tool in a university course of an environmental engineering study program: a commercial quiz app (QuizUp) and a professional learning app (Skive). At the beginning of the course each student (N = 15) chose one of these apps as a mandatory learning aid for factual knowledge over the complete course period. The study results, collected by learning diaries, a questionnaire and results of the final test, confirm the type dependence of learning experiences created by these tools. Further, it acknowledges mostly the maturity of the used question-based learning app, but reveals current limitations of both, the quiz app and the didactical context.

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Notes

  1. 1.

    In the meantime, there is a paid (approx. € 3) ad-free app variant available.

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Correspondence to Heinrich Söbke .

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Söbke, H., Weitze, L. (2017). Students’ Choices. In: Dias, J., Santos, P., Veltkamp, R. (eds) Games and Learning Alliance. GALA 2017. Lecture Notes in Computer Science(), vol 10653. Springer, Cham. https://doi.org/10.1007/978-3-319-71940-5_10

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  • DOI: https://doi.org/10.1007/978-3-319-71940-5_10

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-71939-9

  • Online ISBN: 978-3-319-71940-5

  • eBook Packages: Computer ScienceComputer Science (R0)

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