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interest in civic engagement.Results and DiscussionThe data for each question and their classification is given in Table 5 including average valuesfor the pre- and post- test, standard deviations (shown using σ-PRE for pre-test data and σ-POSTfor post-test data), and the results from the analysis. SS means statistically significant with arrowindicating a statistically significant increase or decrease while HIGH means an average responseof 4 or higher on both the pre-test data and the post-test data. The survey questions are given inTable 6. The questions are also given in Table 6 in their post- test forms.Table 5: Summary of results for each question along with analysis Q# PRE σ-PRE POST σ-POST P(T<=t), α = 0.05, N = 376 1 4.452
: Class Time Activity Needed Description Take a short break and invite students compare their notes with a Comparing neighbor, filling in any gaps. Afterward, optionally follow up this Notes 1-2 min activity with a short Q&A session based on any confusing points. End class 2 minutes early and ask students to write down Minute Paper (anonymously or not) the main point of today's class, and/or the / Muddiest most pressing question or confusing point from today's class. Begin Point 1-2 min the next class by addressing any common questions
can enhance students’engagement and develop their process of learning. However, there is a lack of well-organizedguidelines (Azmi et al., 2015).In one study, Ibanez et al. (2014) developed a Q-learning game platform to investigate the effectsof gamification on a learning activity targeted at basic concepts of C programming language toundergraduate students. According to the mixed-methods study, gamified learning activities had asignificant positive impact on the students’ engagement and improved their academicperformance. Game elements such as badges, points, leaderboard, and altruism were inserted intothis game platform. Students reported that points were the most motivating element to participatein activities. However, the authors indicated
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