[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"doc-detail-36533-en":3,"doc-seo-36533-105":29,"detail-sidebar-cat-0-en-105":90},{"code":4,"msg":5,"data":6},0,"success",{"doc_id":7,"user_id":8,"nickname":9,"user_avatar":10,"doc_module":4,"category_id":11,"category_name":12,"doc_title":13,"doc_description":14,"doc_content":15,"file_id":16,"file_url":17,"file_type":18,"file_size":19,"view_count":20,"is_deleted":4,"is_public":20,"is_downloadable":20,"audit_status":20,"page_count":21,"language":22,"language_code":23,"site_id":24,"html_lang":23,"table_of_contents":25,"faqs":26,"seo_title":13,"seo_description":14,"update_tm":27,"read_time":28},36533,1099513958607,"Jiven","https://ap-avatar.wpscdn.com/avatar/100002390cf8733938c?x-image-process=image/resize,m_fixed,w_180,h_180&k=1778829742770036399",8,"Research & Report","Integrating ease of use and affordable gamification-based instruction into a remote learning environment","Increasing student engagement and improving learning outcomes remain major issues in higher education worldwide, intensified during the COVID-19 period when remote learning became the primary instructional setting. This study evaluates how gamification-based quiz instruction influences college students’ learning in an online class at a remote Indonesian higher-education institution (n=68). Using an explanatory sequential mixed-method design, findings show statistically significant differences across groups and demonstrate that easy-to-use, low-cost digital gaming platforms enhance enthusiasm and learning outcomes.","","cbCaiuehqWOERwR9","https://ap.wps.com/l/cbCaiuehqWOERwR9","pdf",1157116,1,12,"English","en",105,"# Introduction\n# Study design and methods\n## Mixed-method approach\n# Results\n## Test outcomes across groups\n# Discussion\n## Ease of use and low-cost platforms\n# Formative assessment impact","[{\"question\":\"What problem does the study address in higher education during COVID-19?\",\"answer\":\"The study targets persistent issues of low student engagement and suboptimal learning outcomes, which became especially relevant when education shifted to remote learning during the COVID-19 pandemic.\"},{\"question\":\"How was the impact of gamification-based quiz instruction evaluated?\",\"answer\":\"The study used an explanatory sequential mixed-method approach, combining quasi-experimental research, quantitative surveys, and qualitative interviews, with participants from an online remote institution in Indonesia (n=68).\"},{\"question\":\"What were the main findings regarding student learning and engagement?\",\"answer\":\"Gamification-based quizzes produced statistically significant differences across groups and increased student enthusiasm, improving learning outcomes. Weekly formative assessments using easy-to-use media also strengthened engagement, critical and creative thinking, and information literacy.\"}]",1782939762,30,{"code":4,"msg":30,"data":31},"ok",{"site_id":24,"language":23,"slug":32,"title":13,"keywords":15,"description":14,"schema_data":33,"social_meta":85,"head_meta":87,"extra_data":89,"updated_unix":27},"integrating-ease-of-use-and-affordable-gamification-based-instruction-into-a-remote-learning-environment",{"@graph":34,"@context":84},[35,52,67],{"@type":36,"itemListElement":37},"BreadcrumbList",[38,42,46,49],{"item":39,"name":40,"@type":41,"position":20},"https://docshare.wps.com","Home","ListItem",{"item":43,"name":44,"@type":41,"position":45},"https://docshare.wps.com/document/","Document",2,{"item":47,"name":12,"@type":41,"position":48},"https://docshare.wps.com/document/research-report/",3,{"item":50,"name":13,"@type":41,"position":51},"https://docshare.wps.com/document/integrating-ease-of-use-and-affordable-gamification-based-instruction-into-a-remote-learning-environment/36533/",4,{"url":50,"name":13,"@type":53,"author":54,"headline":13,"publisher":56,"fileFormat":59,"inLanguage":23,"description":14,"dateModified":60,"datePublished":61,"encodingFormat":59,"isAccessibleForFree":62,"interactionStatistic":63},"DigitalDocument",{"name":9,"@type":55},"Person",{"url":39,"name":57,"@type":58},"DocShare","Organization","application/pdf","2026-07-07","2026-07-01",true,{"@type":64,"interactionType":65,"userInteractionCount":20},"InteractionCounter",{"@type":66},"ViewAction",{"@type":68,"mainEntity":69},"FAQPage",[70,76,80],{"name":71,"@type":72,"acceptedAnswer":73},"What problem does the study address in higher education during COVID-19?","Question",{"text":74,"@type":75},"The study targets persistent issues of low student engagement and suboptimal learning outcomes, which became especially relevant when education shifted to remote learning during the COVID-19 pandemic.","Answer",{"name":77,"@type":72,"acceptedAnswer":78},"How was the impact of gamification-based quiz instruction evaluated?",{"text":79,"@type":75},"The study used an explanatory sequential mixed-method approach, combining quasi-experimental research, quantitative surveys, and qualitative interviews, with participants from an online remote institution in Indonesia (n=68).",{"name":81,"@type":72,"acceptedAnswer":82},"What were the main findings regarding student learning and engagement?",{"text":83,"@type":75},"Gamification-based quizzes produced statistically significant differences across groups and increased student enthusiasm, improving learning outcomes. Weekly formative assessments using easy-to-use media also strengthened engagement, critical and creative thinking, and information literacy.","https://schema.org",{"og:url":50,"og:type":86,"og:title":13,"og:site_name":57,"og:description":14},"article",{"robots":88,"canonical":50},"index,follow",{"doc_id":7,"site_id":24},{"code":4,"msg":5,"data":91},[92,96,100,104,109,114,119,121,126,129,133],{"id":20,"doc_module":4,"doc_module_name":44,"category_name":93,"show_sort_weight":94,"slug":95},"Story & Novel",90,"story-novel",{"id":45,"doc_module":4,"doc_module_name":44,"category_name":97,"show_sort_weight":98,"slug":99},"Literature",80,"literature",{"id":51,"doc_module":4,"doc_module_name":44,"category_name":101,"show_sort_weight":102,"slug":103},"Exam",70,"exam",{"id":105,"doc_module":4,"doc_module_name":44,"category_name":106,"show_sort_weight":107,"slug":108},5,"Comic",60,"comic",{"id":110,"doc_module":4,"doc_module_name":44,"category_name":111,"show_sort_weight":112,"slug":113},6,"Technology",50,"technology",{"id":115,"doc_module":4,"doc_module_name":44,"category_name":116,"show_sort_weight":117,"slug":118},7,"Healthcare",40,"healthcare",{"id":11,"doc_module":4,"doc_module_name":44,"category_name":12,"show_sort_weight":28,"slug":120},"research-report",{"id":122,"doc_module":4,"doc_module_name":44,"category_name":123,"show_sort_weight":124,"slug":125},9,"Religion & Spirituality",20,"religion-spirituality",{"id":124,"doc_module":4,"doc_module_name":44,"category_name":127,"show_sort_weight":124,"slug":128},"World Cup","world-cup",{"id":130,"doc_module":4,"doc_module_name":44,"category_name":131,"show_sort_weight":130,"slug":132},10,"Lifestyle","lifestyle",{"id":134,"doc_module":4,"doc_module_name":44,"category_name":135,"show_sort_weight":105,"slug":136},19,"General","general"]