Journal of Engineering Education Transformations
DOI: 10.16920/jeet/2024/v37is2/24049
Year: 2024, Volume: 37, Issue: Special Issue 2, Pages: 262-270
Original Article
Srimathi S1, Anitha D2
1Department of Applied Mathematics and Computational Science, Thiagarajar College of Engineering, Madurai
2Department of Applied Mathematics and Computational Science, Thiagarajar College of Engineering, Madurai
*Corresponding Author
Email: [email protected]
[email protected]
Abstract—The use of modern technologies and digital environments in the classroom creates new opportunities for the teaching and learning process. Gamification is one of them. Student engagement through different gamified assessment activities is one of the proven advantages of gamification, and hence, research in education has accepted gamification as a technical innovation to boost student engagement. Educators recognize that assessments are a fundamental part of learning because they help them determine whether or not educational goals are being achieved. Currently, there are numerous online assessment applications that integrate gamification that are available and readily accessible, among which certain applications are more popular in the academic community. Every application has common and unique features, which makes it very difficult for the instructor to choose the best application for assessment using gamification. The proposed research work identified four different popular gamification applications (Quizizz, Kahoot, Socrative and Quizwhizzer) and compared six different features of them to find the best gamification application for assessing student performance. To address the objective of the research, this study uses the Analytic Hierarchy Process (AHP) method, one of the well-known Multi-Criteria Decision Making (MCDM) techniques. The study implements MCDM with six different criteria, where each criterion is addressed by more than three subcriteria. The study's findings demonstrate that Quizwhizzer is the best gamification application for assessing student performance. The research study also extends the analysis to the selective needs of the instructors on these platforms.
Keywords— Gamification in Education; Quizizz; Kahoot; Quizwhizzer; Socrative; MCDM-AHP.
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