English abstract
Gamification is implemented commonly in educational contexts in order to support
teaching and learning processes. To gamify learning is to add game elements to an
activity, including assessment, and use it for educational purposes. However, its effects as
a tool for assessment still requires more exploration. This study aimed to examine the
effects of gamified e-quizzes on the Omani grade seven students' learning achievement
and engagement. The study adopted quasi-experimental method research design. It was
conducted on a sample of 58 female students from Hind Bint AlMuhallab Basic
Education School for (Grade 5-10) located in Sohar city. The study sample was divided
into two groups: control (30 students) and experimental (28 students). The control group
was the non-gamified group, while the experimental group was the gamified one. The
experimental group was assessed based on the impact of gamified e-quizzes on the
students' learning achievement and engagement in the Information Technology subject
(IT) in a period of time during the first semester of the academic year 2021-2022. The
gamified e-quizzes were designed by the researcher using Kahoot and Quizizz mobile
applications. To collect data, pre and post tests were implemented and then scores
between the experimental and control groups were compared. In addition, a questionnaire
was distributed among the experimental group after the experiment intervention as an
instrument to measure the effects of gamified e-quizzes on the students' engagement in
learning the IT subject. The results indicated that there was a statistically significant
difference between the two groups in the students' achievement in favour of the
experimental group in which the students who used the gamified e-quizzes for formative
assessment got better scores in the achievement test compared to the control group
students who took the paper-based quizzes. The gamified e-quizzes as a formative
assessment tool also had positive effects on students' engagement in learning the IT
subject. The researcher recommended using gamified e-quizzes by teachers as an effective
formative assessment tool to promote students' achievement and engagement in learning.