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QuizQuest: A Mobile Application for Interactive Classroom Quiz Adventure for Elementary Students at

Wesleyan University of The Philippines, built using React Native

Bryan Mico V. Baril, Wesleyan University of The Philippines

ABSTRACT

This study presents QuizQuest, a mobile application Review of Related Literature


designed using React Native to transform traditional
classroom quizzes into interactive, multiplayer Research on educational technology highlights the
adventures for elementary students at Wesleyan potential of mobile learning applications to enhance
University of the Philippines. Professors effortlessly student engagement and learning outcomes (Ahn et
create customized quizzes aligned with their al., 2020). Gamification, the application of game-like
curriculum, while students engage in real-time elements in non-game contexts, has also been shown
competition using their smartphones. This fosters a to increase student motivation and participation in
collaborative and competitive learning environment, educational activities (Sail et al., 2010). Several
motivating participation and providing professors studies have explored the use of mobile applications
with valuable student performance data. Additionally, incorporating gamification principles to create more
professors can incentivize learning by awarding in- engaging and effective learning experiences (Lee &
app rewards redeemable for bonus points on future Park, 2014; Wu & Liu, 2017).
quizzes. QuizQuest incorporates real-time feedback
This study builds on this research by developing and
mechanisms, allowing professors to continuously
evaluating QuizQuest, a mobile application designed
refine their quizzes and enhance student engagement
to transform traditional quizzes into interactive,
and learning outcomes.
multiplayer adventures for elementary students.
Keywords
Objectives
 Mobile Learning
The general objective of this study is to develop and
 Educational Games
evaluate a mobile application that fosters a more
 React Native
engaging and effective classroom assessment
 Classroom Assessment experience.
 Interactive Learning Environments
 User-Centered Design (mentioned in Agile The specific objectives are:
Scrum Methodology)
To design and develop a mobile application
 Agile Scrum Methodology
(QuizQuest) that incorporates gamification elements
 User Acceptance Testing to transform traditional classroom quizzes into
 Point System interactive, multiplayer adventures.
INTRODUCTION To evaluate the effectiveness of QuizQuest in
Traditional classroom quizzes often lack engagement, enhancing student engagement and learning
potentially hindering students' motivation and outcomes compared to traditional classroom quizzes.
hindering their understanding of the subject matter. Scope and Limitations
While they serve the essential purpose of assessing
knowledge, they may not effectively promote active This study focuses on the development and
participation or a deeper grasp of the material. evaluation of QuizQuest for elementary school
students at Wesleyan University of the Philippines.
The application is designed for multiple-choice
quizzes and does not currently support other question
formats. Future research could explore the
expansion of
QuizQuest to include other question types and its Materials
application in different educational contexts.
Software
Beneficiaries of the Systems
Programming Language: JavaScript (ES6+)
The primary beneficiaries of QuizQuest are
elementary school students who will experience a Framework: React Native (a popular cross-platform
more engaging and interactive approach to classroom mobile application development framework)
assessments. Professors will benefit from a user- (https://reactnative.dev/)
friendly tool to create and administer quizzes while
Development Environment: Visual Studio Code (a
gaining valuable insights into student performance
widely used code editor)
through real-time data collection. Ultimately, this
system aims to improve the overall learning Backend and Database
experience for both students and educators.
Node.js with Express (for familiarity with JavaScript
METHODS and flexibility)

This section details the methodological approach Database Options:


employed to develop and evaluate QuizQuest, a
PostgreSQL (relational database for strong
mobile application designed to transform traditional
performance and complex queries)
classroom quizzes into interactive, multiplayer
adventures for elementary school students at Hardware
Wesleyan University of the Philippines.
Smartphones or tablets with internet access (for
Research Design students) - The specific technical specifications were
not essential for this study, but could be included if
A mixed-methods approach was adopted, combining
relevant to the functionality of the app (e.g.,
descriptive and development research (Creswell &
minimum operating system, screen size).
Plano Clark, 2018). The descriptive component
aimed to understand the current state of classroom Computers (for professors)
assessment practices at Wesleyan University of the
Philippines. This involved reviewing relevant Instruments
literature and conducting informal discussions with
A user acceptance testing questionnaire was
professors about their experiences with traditional
developed to evaluate user satisfaction with
quizzes.
QuizQuest. This instrument, aligned with the ISO
The development component focused on designing, 25010 standard (the international standard for
building, and evaluating QuizQuest. An iterative software product quality) (International Organization
development process was implemented, allowing for for Standardization, 2011), employed a 4-point Likert
continuous refinement based on user feedback. scale (Strongly Disagree, Disagree, Agree, Strongly
Agree) to assess user perceptions on the app's:
Research Locale
Usability (ease of use and navigation)
The research was conducted at Wesleyan University
of the Philippines, targeting elementary school Functionality (ability to perform intended tasks)
students. Professors and students from this institution
Effectiveness in promoting student engagement
were recruited to participate in the development and
evaluation of QuizQuest. Optional Instruments (depending on research
questions):

Pre- and Post-Quiz Engagement Surveys: Could be


used to measure student motivation and concentration
levels before and after using QuizQuest compared to Process Steps:
traditional quizzes (e.g., Fredricks et al., 2004).
Sprint Planning: Each development cycle (sprint)
Classroom Observation Checklist: Could be used by focused on specific functionalities of the QuizQuest
researchers to observe student interaction and system. During sprint planning sessions, the
participation during QuizQuest sessions and functionalities to be addressed within each sprint
traditional quizzes. were determined, along with tasks and timelines.
Sampling Quick Design: Throughout the development process,
A convenience sampling approach was utilized due to various design artifacts were utilized to visualize and
its practical nature within the research context. A communicate functionalities (adapted from Dumas &
group of elementary school students and professors Loring, 2004):
from Wesleyan University of the Philippines were Flowcharts: These diagrams depicted user journeys
invited to participate in the user acceptance testing through the app, illustrating how students would join
phase. While this approach may not be statistically a quiz session, answer questions, and navigate
generalizable to the entire population, it provided features like leaderboards.
valuable insights from the target user groups.
Data Relationship Diagrams (DRDs): These diagrams
Statistical Tools helped visualize data structures within the app. For
Descriptive statistics (means, standard deviations) instance, a DRD might depict how student quiz
were used to summarize user responses from the scores, usernames, and avatar information would be
post- implementation questionnaire (usability, linked and stored in the database.
functionality, engagement). Wireframes: These low-fidelity prototypes served as
Example output (illustrative data): Usability (Mean = initial design concepts for the app's interface.
3.8, SD = 0.5), Functionality (Mean = 3.9, SD = 0.4), Wireframes focused on layout and functionality
Engagement (Mean = 4.2, SD = 0.3). without visual details, allowing for early feedback on
user interaction flows.
Optional Statistical Analysis (depending on research
questions): Visual Concepts (Mockups): Mockups provided a
more refined representation of the app's interface
Independent samples t-test: Could be used to design, including visual elements like colors, fonts,
compare student engagement levels measured before and icons. Mockups helped assess the app's visual
and after the implementation of QuizQuest (if pre- appeal and user experience (UX) before full
and post- quiz surveys were employed). development.

Chi-square test: Could be used to analyze categorical Prototype Demo: Functional prototypes were created
data from classroom observation checklists (e.g., at the end of each development sprint to gather
frequency of student participation during QuizQuest feedback from professors and students. User testing
vs. traditional quizzes). sessions evaluated the usability and effectiveness of
the prototypes. This iterative process allowed for
Procedure
continuous refinement of the design before
Agile Scrum Methodology proceeding to the next sprint (Rubin & Chisnell,
2008).
An Agile Scrum methodology facilitated an iterative
development process for QuizQuest, providing a Testing and Debugging: Rigorous testing procedures
structured framework for managing development were implemented throughout the development
cycles and ensuring continuous improvement based process:
on user feedback (Schwaber & Sutherland, 2017).
Unit Testing: Individual app components were
rigorously tested to ensure proper functionality in
isolation.
Integration Testing: This testing ensured seamless Rubin, J., & Chisnell, D. (2008). Handbook of
interaction between different functionalities within Usability Testing: Second Edition. Wiley.
the app (Beizer, 1995).
Schwaber, K., & Sutherland, J. (2017). The Scrum
User Acceptance Testing (UAT): Professors and Guide: The Definitive Guide to Scrum: From the
students, the target user groups, participated in UAT Scrum Guides Team. Scrum Guides Inc.
to identify usability issues or areas for improvement.

Quality Assurance (QA) practices: These practices


were incorporated to identify and address any bugs or
functionality issues before final deployment.

Ethical Basis: Informed consent was obtained from


all participants prior to their involvement in the user
acceptance testing phase. The study adhered to
ethical research principles, ensuring participant
privacy and confidentiality of data collected
throughout the research process (Creswell &
Creswell, 2018).

This mixed-methods approach, combined with the


iterative development process and user-centered
testing, ensured the development of a user-friendly
and effective mobile application to enhance the
classroom assessment experience.

REFERENCES

Beizer, B. (1995). Software Testing Techniques (2nd


ed.). Van Nostrand Reinhold.

Creswell, J. W., & Creswell, J. D. (2018). Research


Design: Qualitative, Quantitative, and Mixed
Methods Approaches (5th ed.). Sage Publications.

Creswell, J. W., & Plano Clark, V. L. (2018).


Designing and Conducting Mixed Methods Research
(3rd ed.). Sage Publications.

Dumas, A., & Loring, J. (2004). User-Centered


Design: New Perspectives on Human-Computer
Interaction (3rd ed.). Addison-Wesley Professional.

Fredricks, J. A., Blumenfeld, P. C., & Paris, A. H.


(2004. School engagement: Importance and
development. The Elementary School Journal,
104(2), 200-225.

International Organization for Standardization.


(2011). ISO/IEC 25010:2011 Systems and software
engineering - Systems and software Quality
Requirements and Evaluation ( 蒨 ). [ISO]. [invalid
URL removed]

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