DIGITAL LIBRARY
EDUTAINMENT WITH A SMARTPHONE - A QUIZ APP IN THE CONTEXT OF GAMIFICATION
RWTH Aachen (GERMANY)
About this paper:
Appears in: INTED2016 Proceedings
Publication year: 2016
Pages: 2950-2957
ISBN: 978-84-608-5617-7
ISSN: 2340-1079
doi: 10.21125/inted.2016.1666
Conference name: 10th International Technology, Education and Development Conference
Dates: 7-9 March, 2016
Location: Valencia, Spain
Abstract:
Nowadays smartphones and tablets get increasingly important for the everyday life of students. Therefore it should be easy to integrate these devices into the student's learning behavior. As a result, the idea of an online quiz that includes topics from the study program grew up in the context of the bachelor degree course "Scientific Programming", offered at FH Aachen University of Applied Sciences, which incorporates the MATSE (MAthematical and Technical Software dEveloper) training course in cooperation with research facilities and IT companies located in and around Aachen.

Every student learns in his own way and on his own pace. Responsible for that are different learning styles: There is the visual type who needs written text or pictures, the auditory one which needs to hear the content, the communicative type who needs to communicate about the content to learn and last but not least the active learning type which needs to write or interact in other physical ways to learn certain topics. In addition to that and in this case very interesting to look at, is the media oriented type. This student don't need the teacher or professor who is standing in front of the course that much. He needs especially technical devices and tutorials. These persons don't have enough offers and materials in traditionally classrooms. In that case an online quiz could increase the learning success of this group.

In addition to that a quiz is a game, which is even fun. Also there is the fact of a competition in a quiz to be better than the others. This facts increases the motivation and makes a good feeling - the students don't even feel like learning. This creates an enjoyable atmosphere and that again increases learning success. Because if one doesn't feel the pressure of learning, his mind is free and able to solve even complex exercises.

Summing up the development of such a quiz seems to be beneficial for student's learning processes. The client devices are already available, since most of the students already own smartphones, and we hope to be able to increase the learning success with such a quiz. This paper presents the technical background besides the details of the implemented game.
Keywords:
STEM, Blended Learning, e-learning, Computer Science, Scientific Programming, MATSE, Gamification.