| Literature DB >> 34135824 |
Marco Rüth1, Johannes Breuer2, Daniel Zimmermann1, Kai Kaspar1.
Abstract
Testing is an effective learning method, and it is the basis of mobile quiz apps. Quiz apps have the potential to facilitate remote and self-regulated learning. In this context, automatized feedback plays a crucial role. In two experimental studies, we examined the effects of two feedback types of quiz apps on performance, namely, the standard corrective feedback of quiz apps and a feedback that incorporates additional information related to the correct response option. We realized a controlled lab setting (n = 68, Study 1) and an unsupervised mobile setting (n = 150, Study 2). In the learning phase, participants used the quiz app and received feedback. They also completed a subsequent test as well as a follow-up test 1 week later by using the same quiz app. Irrespective of feedback type and setting, cognitive outcomes (quiz scores) and metacognitive outcomes (response certainty) increased similarly in the short term and long term. Feedback effects were not moderated by participants' overall response certainty during learning, their prior knowledge, and the difficulty of quiz items. Moreover, we found that participants perceived the quiz app to be similarly attractive, interesting, and enjoyable in both feedback conditions and that they spent slightly more time to process quiz items in the lab setting. We discuss these results in detail, including the role of moderating and mediating factors and prospects for further research and practice. Overall, our results underline that quiz apps are useful and effective tools that can support the acquisition and retention of semantic knowledge in different learning settings.Entities:
Keywords: learning performance; mobile learning; quiz apps; response certainty; response feedback; self-assessment; semantic knowledge
Year: 2021 PMID: 34135824 PMCID: PMC8200521 DOI: 10.3389/fpsyg.2021.665144
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Figure 1Schematic illustration of learning with information that is semantically associated with a correct response option (target-related information) and provided by attribute isolation feedback (AIF). Learning phase: A correct response (target, T) and target-related information (TRI) are processed, encoded, and integrated into (target-related) semantic memory networks. Memory traces are strengthened via activity within these networks (bold lines) and the formation of new semantic connections (dashed lines). Test phase: Processing of a target triggers activity in target-related semantic memory networks that store TRI (bold lines), which could increase the accuracy and certainty of recognizing and selecting the target.
Figure 2Learning with the quiz app. (A) Layout of the quiz app providing corrective feedback (KRFC). Participants selected a response, rated their response certainty, and received KCRF. The dark gray circles indicate exemplary responses and ratings. (B) The same quiz app was used to provide participants corrective feedback including additional information (attribute isolation feedback, AIF, see Table 1). (C) Design and procedure of Study 1 and Study 2.
Examples of quiz items for different knowledge categories and corresponding feedback messages provided after responding, and the logic for constructing incorrect response options.
| Each incorrect response option also provided a name of a royal historical person | |
| (a) Frederick II. | |
| (b) Frederick VII. | |
| (c) Frederick Barbarossa | |
| (d) Frederick IV. | |
| KCRF: Frederick II. | |
| AIF: Frederick II.—popularly known as Old Fritz—was king of Prussia from 1740 and king of Prussia and Elector of Brandenburg from 1772. | |
| Each incorrect response option also provided a name of a novelist | |
| (a) Daniel Defoe | |
| (b) Herman Melville | |
| (c) Mark Twain | |
| (d) Edgar Allen Poe | |
| KCRF: Daniel Defoe. | |
| AIF: Daniel Defoe. The English author received worldwide fame through his novel “Robinson Crusoe” and is regarded as a pioneer of English novels. | |
| Each incorrect response option provided a name similar to the correct response option | |
| (a) Vuelta | |
| (b) Vuesta | |
| (c) Vulera | |
| (d) Volana | |
| KCRF: Vuelta. | |
| AIF: Vuelta. The Vuelta Ciclista a España—or Tour of Spain—is one of the three “Grand Tours” along with the Tour de France and the Giro d'Italia. | |
| Each incorrect response option provided a number around the correct number | |
| (a) 14 | |
| (b) 10 | |
| (c) 18 | |
| (d) 16 | |
| KCRF: 14. | |
| AIF: 14. Ten of these so-called “eight-thousanders” are located in the Himalaya and four in the adjacent Karakoram. | |
| Each incorrect response option also provided a term for an item of clothing | |
| (a) Pajama | |
| (b) Negligee | |
| (c) Parka | |
| (d) Caban | |
| KCRF: Pajama. | |
| AIF: Pajama. The word pajamas entered English in the nineteenth century, and since the beginning of the twentieth century in German has the meaning “sleeping suit”. |
Each feedback message (KCRF: knowledge of correct response feedback; AIF: attribute isolation feedback) started with “Correct.” (following a correct response) or “Incorrect.” (following an incorrect response). Category names (e.g., history) were not displayed to participants.
Figure 3Quiz performance and response certainty following KCRF and AIF in Study 1 (A,B) and Study 2 (C,D). Vertical lines indicate the standard error of the mean.
Figure 4Moderating effects of participants' prior knowledge and the difficulty of quiz items on quiz performance when receiving KCRF and AIF in Study 1 and Study 2. (A) Quiz scores of participants with low prior knowledge and high prior knowledge in Study 1. (B) Quiz scores for easy and difficult quiz items in Study 1. (C) Quiz scores of participants with low prior knowledge and high prior knowledge in Study 2. (D) Quiz scores for easy and difficult quiz items in Study 2. Vertical lines indicate the standard error of the mean.
Reported user experience and game experience in Study 1 and Study 2.
| Attractiveness | 4.65 | 5.04 | −1.51 | 0.136 | 0.37 | 5.00 | 4.75 | 1.35 | 0.178 | 0.22 |
| Perspicuity | 5.56 | 5.69 | −0.59 | 0.559 | 0.14 | 5.36 | 5.29 | 0.44 | 0.663 | 0.07 |
| Dependability | 4.40 | 4.63 | −1.27 | 0.207 | 0.31 | 4.18 | 4.04 (0.89) | 1.02 | 0.310 | 0.17 |
| Efficiency | 4.99 | 5.22 | −1.19 | 0.237 | 0.29 | 4.99 | 4.84 | 1.30 | 0.196 | 0.21 |
| Stimulation | 4.77 | 5.02 | −0.99 | 0.325 | 0.24 | 5.03 | 4.80 | 1.21 | 0.230 | 0.20 |
| Novelty | 3.67 (1.36) | 3.88 (1.05) | −0.72 | 0.473 | 0.18 | 3.92 (1.14) | 4.00 (1.15) | −0.41 | 0.680 | 0.07 |
| Competence | 2.48 | 2.90 (0.93) | −1.87 | 0.065 | 0.45 | 2.67 | 2.42 | 1.66 | 0.098 | 0.27 |
| Game enjoyment | 3.57 | 3.82 | −0.99 | 0.324 | 0.24 | 3.78 | 3.66 | 0.66 | 0.512 | 0.11 |
| Game preference | 3.42 | 3.59 | −0.71 | 0.478 | 0.17 | 3.46 | 3.29 | 0.95 | 0.346 | 0.16 |
Values depict means (standard deviations). Asterisks indicate the results of one-sample t- tests comparing the mean with the scale's midpoint of 4 (user experience) or 3 (game experience). KCRF, knowledge of correct response feedback; AIF, attribute isolation feedback.
n = 34;
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