Examining the Impact of Game-Based Formative Assessment on Students’ Understanding and Participation in a Human-Computer Interaction Course

Pengarang

  • Subashini Annamalai School of Multimedia Technology and Communication, Universiti Utara Malaysia, Malaysia
  • Azizah Che Omar School of Multimedia Technology and Communication, Universiti Utara Malaysia, Malaysia

DOI:

https://doi.org/10.32890/pr2021.3.2

Kata kunci:

Formative assessment, game-based, human-computer interaction, involvement, Kahoot!, understanding

Abstrak

This study discusses an attempt to examine the impact of gamebased formative assessment on the students’ knowledge in a Human-Computer Interaction (HCI) course, which is a fundamental subject
for Multimedia students. This course is important to expose them to the ideas of user interface and interaction design methodologies, skills, and values that are required for them to develop a practical
interaction design system. The respondents in this research were 63 undergraduates who enrolled in an HCI course in a public university in Malaysia. An experimental research design was employed whereby
the respondents were conveniently assigned to two groups; control (33) and experimental (30). Eight paper-based formative assessments were given to the control group, while eight online game-based evaluations were given to the experimental group. The students’ scores are recorded to assess their understanding of the learning content and their participation in the HCI classroom. A test was also administered at the end of the semester and utilised as a data collection tool to examine the effectiveness of the intervention in terms of student comprehension. The information was then gathered and analysed using descriptive and ANOVA statistical methods. The students’ involvement was reflected through an opinion survey that was given to the students at the end of the semester. The findings revealed that students who participated in a game-based formative assessment shown greater understanding and involvement than students who participated in a formative paperbased evaluation, implying that introducing a scope of game-based formative assessments improved the understanding and participation in the HCI course classroom. 

Rujukan

Black, P., & Wiliam, D. (2006). Assessment and Classroom Learning Assessment. Assessment in Education: Principles, Policy & Practice, 5(1), 7-74.

Boeker, M., Andel, P., Vach, W., Frankenschmidt, A. (2013). Game-Based E-Learning Is More Effective than a Conventional Instructional Method: A Randomized Controlled Trial with Third-Year Medical Students. PLoS ONE, 8(12): e82328.

Cameron, K. E., & Bizo, L. A. (2019). Use of the game-based learning platform KAHOOT! to facilitate learner engagement in Animal Science students. Research in Learning Technology, 27, 1-14.

CERI. (2008). Assessment for Learning Formative Assessment. Retrieved from https://www.oecd.org/site/ educeri21st/40600533.pdf

Cetin, H. S. (2019). Implementation of the Digital Assessment Tool’ Kahoot!’ in Elementary, International Technology and Education Journal, 2(1), 9-20.

Che Pee, A. N. (2011). Computer Games Use in an Educational System. Unpublished PhD Thesis. University of Nottingham.

Churchill E.F., Bowser, A., & Preece, J. (2013). Teaching and Learning Human-Computer Interaction: Past, Present, and Future, Interactions, 20(2), 44–53. Practitioner Research, 3, (July) pp: 35-

Culen, A.L., Mainash, H. N. & Finken, S. (2014). Design, Creativity and Human Computer Interaction Design Education, International Journal on Advances in Life Sciences, 6(3 & 4),97-106.

Dellos, R. (2015). Kahoot! A Digital Game resource for learning. International Journal Of Instructional Technology And Distance Learning, 12(4), 49-52.

Figueroa-Flores, J. F. (2016). Gamification and Game-Based Learning: Two Strategies for the 21st Century Learner World. Journal of Educational Research, 3(2), 507-522.

Gikandi, J. W., Morrow, D., & Davis, N. E. (2011). Online formative assessment in higher education: A review of the literature. Computers & Education, 57(4), 2333-2351.

Goehle, G. (2013). Gamification and web-based homework. PRIMUS, 23(3), 234-246.

Gohl, E. M., Gohl, D., & Wolf, M. A. (2009). Assessments and technology: A powerful combination for improving teaching and learning. In L. M. Pinkus. (Ed.), Meaningful measurement: The role of assessments in improving high school education in the twenty-first century (pp. 183–197). Washington, DC: Alliance for Excellent Education.

Ismail, M. A.-A., & Mohammad, J. A.-M. (2017). Kahoot: A promising tool for formative assessment in medical education. Education in Medicine Journal, 9(2), 19-26.

Iwamoto, D. H., Hargis, J., Taitano, E. J., & Vuong, K. (2017). Analysing the efficacy of the testing effect using Kahoot on student performance. Turkish Online Journal of Distance Education, 18(2), 80-93.

Jabbar, A. L. A. & Felicia, P. (2016). Towards a Conceptual Framework of GBL Design for Engagement and Learning of Curriculum-based Content. International Journal of Game-Based Learning, 6(4), 87-109.

Kemmis, S., McTaggart, R., & Retallick, J. (Eds.). (2004). The action research planner (2nd ed. rev.). Karachi: Aga Khan University, Institute for Educational Development.

Khairil, L. F., & Mokshein, S. E. (2018). 21st Century Assessment: Online Assessment. International Journal of Academic Research in Business and Social Sciences, 8(1), 659–672.

Koutsabasis, P., & Vosinakis, S. (2012). Rethinking HCI Education for Design: Problem-Based Learning and Virtual Worlds at an HCI Design Studio, International Journal of Human Computer Interaction, 28(8), 485–499. Practitioner Research, 3, (July) pp: 35-

Koutsabasis, P., Vosinakis, S., Stavrakis, M., & Kyriakoulakos, P. (2018). Teaching HCI with a studio approach: lessons learnt. In Proceedings of the 22nd Pan-Hellenic Conference on Informatics (PCI ‘18). Association for Computing Machinery, New York, NY, USA, pp. 282–287.

Kristina Moroz-Lapin. (2008). Active Learning in the Education of Human Computer Interaction. WSEAS TRANSACTIONS on Advances in Engineering Education, 8(5), 570-579.

Law, Y.Y., & Mahamod, Z. (2021). Keberkesanan Kahoot Terhadap Pencapaian Murid Sekolah Rendah dalam Pembelajaran Kosa Kata Bahasa Melayu, Jurnal Dunia Pendidikan, 3(1), 90-101.

Levine, M. (2014, July 23), Playful Learning and Rigorous Assessment: Can We Level-Up the Common Core? Retrieved from http://www.huffingtonpost.com/michael-levine/ playful-learning-and-rigo_b_5611719.html

Licorish, S. A., Owen, H. E., Daniel, B., & George, J.L. (2018). Students’ Perception of Kahoot!’ S Influence On Teaching and Learning, Research and Practice in Technology Enhanced Learning, 13(9), 1-23.

Lin, D. T. A., Ganapathy, M., & Kaur, M. (2017). Kahoot! it: Gamification in higher education. Pertanika: Social Sciences & Humanities, 26(1), 565-582.

Mart, Ç. (2011). How to sustain students’ motivation in a learning environment? Retrieved from https://files.eric.ed.gov/fulltext/ ED519165.pdf

Medina, E.G.L., & Hurtado, C.P.R. (2017). Kahoot! A Digital Tool for Learning Vocabulary in a language classroom, Revista Publicando, 4 (12), 441-449.

Mor, E., Garreta-Domingo, M., Hettiarachchi, E., & Ferran, N. (2014) Teaching and Learning HCI Online. In: Kurosu M. (eds) Human-Computer Interaction. Theories, Methods, and Tools. HCI 2014. Lecture Notes in Computer Science, Vol 8510. Chambridge: Springer.

Mu, H., & Paparas, D. (2015). Incorporating the advantages of clickers and mobile devices to teach Economics to non-economists. Cogent Economics & Finance, 3(1), 1-10.

Mubaslat, M.M. (2012). The Effect of Using Educational Games on the Students’ Achievement in English Language for the Primary Stage. Retrieved from http://files.eric.ed.gov/fulltext/ ED529467.pdf Practitioner Research, 3, (July) pp: 35-

Nasri, N., Roslan, S. N., Sekuan, M. I., Bakar, K. A., & Puteh, S. N. (2010). Teachers’ perception on alternative assessment. Procedia - Social and Behavioral Sciences, 7(C), 37–42.

Nguyen, T.T.T. & Yukawa, T. (2019). Kahoot with Smartphones in Testing and Assessment of Language Teaching and Learning, the Need of Training on Mobile Devices for Vietnamese Teachers and Students, International Journal of Information and Education Technology, 9(4), 286-296.

Nicholson, S. (2015). A RECIPE for meaningful gamification. In T. Reiners & L. C. Wood (Eds.), Gamification in education and business (pp. 1-20). Cham, Switzerland: Springer.

Pachler, N., Daly, C., Mor, Y., & Mellar, H. (2010). Formative e-assessment: Practitioner cases. Computers and Education, 54(3), 715–721.

Piskorz, E. Z. (2016), Kahoot It or Not? Can Games Be Motivating in Learning Grammar? Teaching English with Technology, 16(3), 17-36.

Plump, C., & LaRosa, J. (2017). Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices. Management Teaching Review, 2(2), 151-158.

Pretorius, C. (2016). Using Kahoot! to enhance the learning experience in Chemistry 176. Retrieved from https://www.sun.ac.za/ english/learning-teaching/learning-teaching-enhancement/ learning-technologies/Documents/Case_Studies_2016/15%20 Using%20Kahoot%20to%20enhance%20the%20learning%20 experience%20in%20Chemistry%20176.pdf

Prieto. M.C., Palma, L.O., Tobías, P. J. B., & León, F. J. M. (2019). Student Assessment of the Use of Kahoot in the Learning Process of Science and Mathematics, Education Sciences, 9(55), 1-13.

Ray, K. (2016). Why Technology-Based Assessment Fill an Important Role in Instruction. Retrieved from http://www.centerdigitaled. com/blog/why-technology-basedassessments-fill-an-important-role-in-instruction.html

Shaw, M. (2015). The Effects of Face-To-Face and Online Peer Feedback on Business Students’ Perceptions of Quality and Effectiveness. Unpublished Thesis. Montana State University, Bozeman, Montana.

Shute, V., & Ke, F. (2012). Assessment in Game-Based Learning: Foundations, Innovations, and Perspectives. New York: Springer. Practitioner Research, 3, (July) pp: 35-

Tripp, D. (2005). Action research: a methodological introduction. Educação e Pesquisa, 31(3), 443-466.

U.S. Department of Education. (2010). Beyond the bubble tests: The next generation of assessments. Retrievedfrom http://www. ed.gov/news/speeches/beyond-bubble-tests-next-generation-assessments-secretary-arne-duncans-remarks-state-leaders-achieves-american-diploma-project-leadership-team-meeting.

Visch, V., Vegt, N., Anderiesen, H., & van der Kooij, K. (2013). Persuasive Game Design: A model and its definitions. In Proceedings of Conference on Human Factors in Computing Systems (pp. 1–5).

Wang, A. I. (2015). The wear out effect of a game-based student response system. Computers & Education, 82, 217-227.

Wang, A. I., Meng, Z., & Saetre, R. (2016). The Effect of Digitizing and Gamifying Quizzing in Classrooms. Retrieved from : https://pdfs.semanticscholar.org/6821/9d6569e473db9829965 94764cdb90614f8bc.pdf

West, D. (2011). Using technology to personalise learning and assess 29 students in real-time. Retrieved from: https://www.brookings.edu/wp-content/uploads/2016/06/1006_ personalize _learning_west.pdf

Yapıcı, İ. Ü., Karakoyun, F. (2017). Gamification in biology teaching: A sample of Kahoot application. Turkish Online Journal of Qualitative Inquiry (TOJQI), 8(4), 395-414.

Diterbitkan

2021-07-31

Cara Memetik

Annamalai , S., & Omar, A. C. (2021). Examining the Impact of Game-Based Formative Assessment on Students’ Understanding and Participation in a Human-Computer Interaction Course. Practitioner Research, 3, 35-56. https://doi.org/10.32890/pr2021.3.2