Student Teachers’ Perceptions of a Game-Based Exam in the Genial.ly App

This research examines student teachers’ perceptions of a game-based exam conducted in the Genial.ly app in the study course ”Legal Aspects of the Pedagogical Process”. This study aims to find out the pros and cons of game-based exams and understand which digital solutions can enable the development and analysis of digital game data. At the beginning of the course, students were introduced to the research and asked to provide feedback throughout the course on what they saw as the most important aspects of each class and insights on how they envisioned the game-based exam could proceed. The game-based exam was built using the digital platform Genial.ly after its update, which provided the possibility to include open-ended questions and collect data for analyses. It was designed with a narrative in which a new teacher comes to a school and is asked for help in different situations. After reading a description of each situation, the students answered questions about how they would resolve them based on Latvia’s regulations. After the exam, students wrote feedback indicating that the game-based exam helped them visualize the situations presented, resulting in lower stress levels compared to a traditional exam. This research was structured based on design-based principles and the data were analyzed from the perspective of how educators can use freely available solutions to develop game-based exams to test students’ knowledge gained during a course. The results show that Genial.ly can be used as an examination tool, as indicated by positive student teachers’ responses. However, this research has limitations as it was conducted with only one test group due to administrative reasons. Future research could address this by including multiple groups within the same course as well as testing game-based exams in other subject courses for comparison.

Authors

Institutions

Publication Details

Journal
Computers
Published
2024-08-19
DOI
https://doi.org/10.3390/computers13080207
Citations
2
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
1.58
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Student Teachers’ Perceptions of a Game-Based Exam in the Genial.ly App

Elīna Grāvelsiņa, Linda Daniela
2 citations
Computers
Educational Games and Gamification
1.58
article

Student Teachers’ Perceptions of a Game-Based Exam in the Genial.ly App

Elīna Grāvelsiņa, Linda Daniela
article en
2 citations

Abstract

This research examines student teachers’ perceptions of a game-based exam conducted in the Genial.ly app in the study course ”Legal Aspects of the Pedagogical Process”. This study aims to find out the pros and cons of game-based exams and understand which digital solutions can enable the development and analysis of digital game data. At the beginning of the course, students were introduced to the research and asked to provide feedback throughout the course on what they saw as the most important aspects of each class and insights on how they envisioned the game-based exam could proceed. The game-based exam was built using the digital platform Genial.ly after its update, which provided the possibility to include open-ended questions and collect data for analyses. It was designed with a narrative in which a new teacher comes to a school and is asked for help in different situations. After reading a description of each situation, the students answered questions about how they would resolve them based on Latvia’s regulations. After the exam, students wrote feedback indicating that the game-based exam helped them visualize the situations presented, resulting in lower stress levels compared to a traditional exam. This research was structured based on design-based principles and the data were analyzed from the perspective of how educators can use freely available solutions to develop game-based exams to test students’ knowledge gained during a course. The results show that Genial.ly can be used as an examination tool, as indicated by positive student teachers’ responses. However, this research has limitations as it was conducted with only one test group due to administrative reasons. Future research could address this by including multiple groups within the same course as well as testing game-based exams in other subject courses for comparison.

ComputersVol. 13(8)
University of Latvia (LV)
Quality Education
Openalex Percentile: Top 16%
Educational Games and Gamification
1.58
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Student Teachers’ Perceptions of a Game-Based Exam in the Genial.ly App — Elīna Grāvelsiņa, Linda Daniela · Computers (2024) | TGRS Research Map | TGRS