Gamitest: A Game-like Online Student Assessment System

The widespread availability of mobile devices has led to the emergence of multiple gamified web and mobile applications for online assessment of students during classes. Their common weak side is that they focus mostly on positive reinforcement, without exploiting the pedagogical potential of loss and failure experience; thus, they are far from an actual game-like experience. In this paper, we present Gamitest, a course-subject-agnostic web application for student assessment that features an original game-like scheme to improve students’ perception of engagement and fun, as well as to reduce their examination stress. The results of the survey-based evaluation of the tool indicate that its design goals have been met and allow us to recommend it for consideration in various forms of student assessment, as well as provide grounds for future work on analyzing the tool’s effects on learning.

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Publication Details

Journal
Future Internet
Published
2025-02-24
DOI
https://doi.org/10.3390/fi17030103
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
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article

Gamitest: A Game-like Online Student Assessment System

Artur Kulpa, Jakub Swacha
1 citations
Future Internet
Educational Games and Gamification
3.44
article

Gamitest: A Game-like Online Student Assessment System

Artur Kulpa, Jakub Swacha
article en
1 citations

Abstract

The widespread availability of mobile devices has led to the emergence of multiple gamified web and mobile applications for online assessment of students during classes. Their common weak side is that they focus mostly on positive reinforcement, without exploiting the pedagogical potential of loss and failure experience; thus, they are far from an actual game-like experience. In this paper, we present Gamitest, a course-subject-agnostic web application for student assessment that features an original game-like scheme to improve students’ perception of engagement and fun, as well as to reduce their examination stress. The results of the survey-based evaluation of the tool indicate that its design goals have been met and allow us to recommend it for consideration in various forms of student assessment, as well as provide grounds for future work on analyzing the tool’s effects on learning.

Future InternetVol. 17(3)
University of Szczecin (PL)
Openalex Percentile: Top 12%
Educational Games and Gamification
3.44
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