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Smart Quiz (A Challenging and Engaging Learning Game)
Subject area: Science,Engineering and Technology · Area of research: Educational Technology
Abstract
The use of mobile apps for game-based learning has become increasingly popular in recent years, with a growing body of research investigating their effectiveness in enhancing student learning outcomes. This paper presents a review of the literature on game-based learning apps, with a focus on their impact on student engagement, motivation, and academic achievement. The review included studies published between 2010 and 2020 and was conducted using a comprehensive search strategy. Results of the review suggest that game-based learning apps can be effective in increasing student engagement, motivation, and academic achievement, particularly when they are well-designed and integrated into the curriculum. However, the effectiveness of game-based learning apps may vary depending on the specific learning objectives and the target audience. Future research should continue to explore the potential of game-based learning apps and identify best practices for their use in educational settings.
Keywords
Game-based learning, Educational games, Computer games, Video games, Board games, Role-playing, games, Blended learning, Engagement, Deep learning, Problem-solving, Critical thinking, Collaboration, Motivation, Mathematics, Science, Language arts, Learning objectives, Learner population, Effectiveness, Best practices
References
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How to cite this paper
@article{1704140,
author = {Wahidur Rahman, Md Tashhirul Islam, Yogesh, Dr. Farzil Kidwai},
title = {Smart Quiz (A Challenging and Engaging Learning Game)},
journal = {Iconic Research And Engineering Journals},
year = {2023},
volume = {6},
number = {9},
pages = {16-21},
issn = {2456-8880},
url = {https://www.irejournals.com/formatedpaper/1704140.pdf},
abstract = {The use of mobile apps for game-based learning has become increasingly popular in recent years, with a growing body of research investigating their effectiveness in enhancing student learning outcomes. This paper presents a review of the literature on game-based learning apps, with a focus on their impact on student engagement, motivation, and academic achievement. The review included studies published between 2010 and 2020 and was conducted using a comprehensive search strategy. Results of the review suggest that game-based learning apps can be effective in increasing student engagement, motivation, and academic achievement, particularly when they are well-designed and integrated into the curriculum. However, the effectiveness of game-based learning apps may vary depending on the specific learning objectives and the target audience. Future research should continue to explore the potential of game-based learning apps and identify best practices for their use in educational settings.},
keywords = {Game-based learning, Educational games, Computer games, Video games, Board games, Role-playing, games, Blended learning, Engagement, Deep learning, Problem-solving, Critical thinking, Collaboration, Motivation, Mathematics, Science, Language arts, Learning objectives, Learner population, Effectiveness, Best practices},
month = {March},
}