Developing an active-learning app to improve critical thinking: item selection and gamification effects

Critical thinking (CT) is widely recognized as an important skill and attitude in this modern world, but few apps (web-based or installed on devices) have been developed to effectively train it. There is also little research on what kind of content to put into such apps and in what order, if the con...

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Autores principales: Kota Jodoi, Nobu Takenaka, Satoru Uchida, Shiina Nakagawa, Narahiko Inoue
Formato: article
Lenguaje:EN
Publicado: Elsevier 2021
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Acceso en línea:https://doaj.org/article/5962284aee6b4eab93579e2bac180701
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spelling oai:doaj.org-article:5962284aee6b4eab93579e2bac1807012021-12-02T05:02:18ZDeveloping an active-learning app to improve critical thinking: item selection and gamification effects2405-844010.1016/j.heliyon.2021.e08256https://doaj.org/article/5962284aee6b4eab93579e2bac1807012021-11-01T00:00:00Zhttp://www.sciencedirect.com/science/article/pii/S2405844021023598https://doaj.org/toc/2405-8440Critical thinking (CT) is widely recognized as an important skill and attitude in this modern world, but few apps (web-based or installed on devices) have been developed to effectively train it. There is also little research on what kind of content to put into such apps and in what order, if the content is a series of reasoning questions that are intended as CT exercises. Therefore, this research project, consisting of two studies, tries to demonstrate how exercise questions can be presented to learners to sustain their motivation to work on multiple-choice CT questions. In Study 1, question banks were drawn from popular workbooks for CT and verbal reasoning. The questions were ranked in terms of difficulty based on the participation of university students (N = 73).In Study 2, the questions were loaded onto two types of web-based apps: (1) one that sequentially gives multiple-choice questions with immediate feedback and (2) one with minimum gamification of group/individual competition. The experiment to examine the effect of the gamification was conducted (N = 114). Both groups with and without gamification showed improvements in the scores of the pre-/post-tests using comparable questions, but there was no clear effect of gamification. These findings show that an effective CT app can be developed using existing question banks but that the effect of gamification needs further research.Kota JodoiNobu TakenakaSatoru UchidaShiina NakagawaNarahiko InoueElsevierarticleCritical thinkingMobile learningGamificationCooperative/collaborative learningImproving classroom teaching21st century skillsScience (General)Q1-390Social sciences (General)H1-99ENHeliyon, Vol 7, Iss 11, Pp e08256- (2021)
institution DOAJ
collection DOAJ
language EN
topic Critical thinking
Mobile learning
Gamification
Cooperative/collaborative learning
Improving classroom teaching
21st century skills
Science (General)
Q1-390
Social sciences (General)
H1-99
spellingShingle Critical thinking
Mobile learning
Gamification
Cooperative/collaborative learning
Improving classroom teaching
21st century skills
Science (General)
Q1-390
Social sciences (General)
H1-99
Kota Jodoi
Nobu Takenaka
Satoru Uchida
Shiina Nakagawa
Narahiko Inoue
Developing an active-learning app to improve critical thinking: item selection and gamification effects
description Critical thinking (CT) is widely recognized as an important skill and attitude in this modern world, but few apps (web-based or installed on devices) have been developed to effectively train it. There is also little research on what kind of content to put into such apps and in what order, if the content is a series of reasoning questions that are intended as CT exercises. Therefore, this research project, consisting of two studies, tries to demonstrate how exercise questions can be presented to learners to sustain their motivation to work on multiple-choice CT questions. In Study 1, question banks were drawn from popular workbooks for CT and verbal reasoning. The questions were ranked in terms of difficulty based on the participation of university students (N = 73).In Study 2, the questions were loaded onto two types of web-based apps: (1) one that sequentially gives multiple-choice questions with immediate feedback and (2) one with minimum gamification of group/individual competition. The experiment to examine the effect of the gamification was conducted (N = 114). Both groups with and without gamification showed improvements in the scores of the pre-/post-tests using comparable questions, but there was no clear effect of gamification. These findings show that an effective CT app can be developed using existing question banks but that the effect of gamification needs further research.
format article
author Kota Jodoi
Nobu Takenaka
Satoru Uchida
Shiina Nakagawa
Narahiko Inoue
author_facet Kota Jodoi
Nobu Takenaka
Satoru Uchida
Shiina Nakagawa
Narahiko Inoue
author_sort Kota Jodoi
title Developing an active-learning app to improve critical thinking: item selection and gamification effects
title_short Developing an active-learning app to improve critical thinking: item selection and gamification effects
title_full Developing an active-learning app to improve critical thinking: item selection and gamification effects
title_fullStr Developing an active-learning app to improve critical thinking: item selection and gamification effects
title_full_unstemmed Developing an active-learning app to improve critical thinking: item selection and gamification effects
title_sort developing an active-learning app to improve critical thinking: item selection and gamification effects
publisher Elsevier
publishDate 2021
url https://doaj.org/article/5962284aee6b4eab93579e2bac180701
work_keys_str_mv AT kotajodoi developinganactivelearningapptoimprovecriticalthinkingitemselectionandgamificationeffects
AT nobutakenaka developinganactivelearningapptoimprovecriticalthinkingitemselectionandgamificationeffects
AT satoruuchida developinganactivelearningapptoimprovecriticalthinkingitemselectionandgamificationeffects
AT shiinanakagawa developinganactivelearningapptoimprovecriticalthinkingitemselectionandgamificationeffects
AT narahikoinoue developinganactivelearningapptoimprovecriticalthinkingitemselectionandgamificationeffects
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