Two Types of Educational Apps for In-Person and Remote Learning: Student Perceptions and Learning Outcome
DOI:
https://doi.org/10.33423/jhetp.v25i1.7562Keywords:
higher education, educational apps, in-person learning, remote learning, engagement, gamificationAbstract
This study examines students’ feedback on using different educational apps and the relationship between their perceptions and learning outcomes. Two educational apps, each typical of a distinct category (gamification apps and standard apps), were used for in-class exercises in both in-person and online accounting courses. Student feedback was collected at the end of the semester. The results indicate that students have varying preferences for educational apps, with each app featuring characteristics that cater to students’ needs. However, these preferences are not associated with learning outcomes. Additional analysis reveals that students who more strongly agree that using the gamification app for in-class exercises helps them review course materials demonstrate better course performance. This study provides insights for instructors to effectively implement different educational apps to enhance student engagement in both in-person and remote courses, thereby improving teaching practices in higher education.
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