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Using a gamified mobile app to increase student engagement, retention and academic achievement

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posted on 2024-07-10, 01:30 authored by Ekaterina PechenkinaEkaterina Pechenkina, Daniel Laurence, Grainne OatesGrainne Oates, Daniel EldridgeDaniel Eldridge, Dan Hunter
This study investigated whether the use of a gamified mobile learning app influenced students’ academic performance and boosted their engagement in the subject. Created to better engage students in lecture content, the app was used to deliver multiple-choice content-based quizzes directly to students’ personal mobile devices post-lecture and pre-tutorial. After measuring the relationships between students’ app usage and their engagement, retention and academic achievement in the subject, it is suggested that following the app’s introduction, student retention rates and academic performance increased, and there was a positive correlation between students’ scoring highly on the app and achieving higher academic grades. While the app’s affordances for learning are promising, the causal relationship between the app usage and improved student outcomes requires further investigation. Conclusions made in the context of the wider scholarship of mobile app enhanced learning and applied game principles in HE.

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ISSN

2365-9440

Journal title

International Journal of Educational Technology in Higher Education

Volume

14

Issue

1

Article number

article no. 31

Pagination

31-

Publisher

SpringerOpen

Copyright statement

Copyright © The Author(s) 2017. © The Author(s). 2017 Open Access. This article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made.

Language

eng

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