Integrating Gamified Retrieval Practice and Online Collaborative Learning in Laser Physics

Authors

DOI:

https://doi.org/10.58524/oler.v6i3.1434

Keywords:

Blended Learning, , Collaborative Online Learning, Engineering Education, Gamified Retrieval Practice, Student Engagement

Abstract

Physics concepts can be difficult for first-year engineering students to connect with practical applications, highlighting the need for blended learning designs that combine conceptual reinforcement with collaborative inquiry. This study explored CBRL–LASERCON, a two-phase framework integrating offline crossword-based retrieval practice with online convention-based collaborative learning in laser physics. A mixed-methods, single-group pre–post design involved 110 first-year mechanical engineering students. Assessment scores were compared descriptively and inferentially, while student feedback and reflections were examined to characterize learning experiences. Post-intervention assessment scores were higher than earlier scores, with a statistically significant but modest difference. Students generally reported positive experiences, particularly regarding engagement and opportunities for critical thinking, communication, and collaboration. The findings suggest that sequencing gamified retrieval activities before online presentations, discussions, and peer questioning may provide a useful structure for active learning in engineering physics. However, the absence of a control group and the use of non-equivalent pre- and post-intervention assessments prevent causal attribution or firm conclusions about learning gains. Further controlled research using equivalent assessments and delayed follow-up measures is needed to evaluate learning outcomes and retention.

Author Biographies

  • Nivedita Chaubal-Durve , Mukesh Patel Scool of Technology Management and Engineering, NMIMS, Mumbai, Maharashtra, India

    Assistant Professor, Basic Science and Humanities Department

  • Arti Hadap, MPSTME, SVKM's Narsee Monjee Institute of Management Studies (NMIMS), INDIA

    Basic Science and Humanities Department

  • Antomi Saregar, Universitas Islam Negeri Raden Intan Lampung, Indonesia

    Physics Education Department

  • Vishal R Panse, Sant Gadge Baba Amravati University, Amravati, Maharashtra, India

    HOD and Assistant Professor Physics

  • Khaerus Syahidi, Universitas Hamzanwadi, Lombok, Indonesia

    Physics Education Department

References

Adinda, D., & Mohib, N. (2020). Teaching and instructional design approaches to enhance students’ self-directed learning in blended learning environments. The Electronic Journal of e-Learning, 18(2), 162–174. https://doi.org/10.34190/EJEL.20.18.2.005

Ahshan, R. (2021). A framework of implementing strategies for active student engagement in remote/online teaching and learning during the COVID-19 pandemic. Education Sciences, 11(9), Article 483. https://doi.org/10.3390/educsci11090483

Angeioplastis, A., Aliprantis, J., Konstantakis, M., & Tsimpiris, A. (2025). Predicting student performance and enhancing learning outcomes: A data-driven approach using educational data mining techniques. Computers, 14(3), Article 83. https://doi.org/10.3390/computers14030083

Bond, M., Buntins, K., Bedenlier, S., Zawacki-Richter, O., & Kerres, M. (2020). Mapping research in student engagement and educational technology in higher education: A systematic evidence map. International Journal of Educational Technology in Higher Education, 17, Article 2. https://doi.org/10.1186/s41239-019-0176-8

Bou Saad, R., Llorens Garcia, A., & Cabre Garcia, J. M. (2025). Mapping constructivist active learning for STEM: Toward sustainable education. Sustainability, 17(13), Article 6225. https://doi.org/10.3390/su17136225

Carpenter, C. (2020). Power in conservation. Routledge. https://doi.org/10.4324/9780429324659

Chand, P. (2023). Constructivism in education: Exploring the contributions of Piaget, Vygotsky, and Bruner. International Journal of Science and Research, 12(7), 274–278. https://doi.org/10.21275/SR23630021800

Chang, Y.-K., & Hung, T.-M. (2014). Response. Experimental Brain Research, 232(6), 2047–2048. https://doi.org/10.1007/s00221-014-3921-1

Chen, G. X., Qu, X. Q., Huang, L. P., Huang, L., Zhou, C., & Qiao, M. Y. (2022). Modeling-eliciting activities in an online engineering course for improving conceptual learning, professional skill, interaction. IEEE Access, 10, 87767–87777. https://doi.org/10.1109/ACCESS.2022.3199690

Cigdem, H., Ozturk, M., Karabacak, Y., Atik, N., Gürkan, S., & Aldemir, M. H. (2024). Unlocking student engagement and achievement: The impact of leaderboard gamification in online formative assessment for engineering education. Education and Information Technologies, 29(18), 24835–24860. https://doi.org/10.1007/s10639-024-12845-2

Coelho, F., Rando, B., Aparício, D., Pontífice-Sousa, P., Gonçalves, D., & Abreu, A. M. (2026). The impact of educational gamification on cognition, emotions, and motivation: A randomized controlled trial. Journal of Computers in Education, 13(2), 537–584. https://doi.org/10.1007/s40692-025-00366-x

Corral, D., & Carpenter, S. K. (2025). Effects of retrieval practice on retention and application of complex educational concepts. Learning and Instruction, 100, Article 102219. https://doi.org/10.1016/j.learninstruc.2025.102219

De Bruijn-Smolders, M., & Prinsen, F. R. (2024). Effective student engagement with blended learning: A systematic review. Heliyon, 10(23), Article e39439. https://doi.org/10.1016/j.heliyon.2024.e39439

Freeman, S., Eddy, S. L., McDonough, M., Smith, M. K., Okoroafor, N., Jordt, H., & Wenderoth, M. P. (2014). Active learning increases student performance in science, engineering, and mathematics. Proceedings of the National Academy of Sciences, 111(23), 8410–8415. https://doi.org/10.1073/pnas.1319030111

Gui, Y., Cai, Z., Yang, Y., Kong, L., Fan, X., & Tai, R. H. (2023). Effectiveness of digital educational game and game design in STEM learning: A meta-analytic review. International Journal of STEM Education, 10, Article 36. https://doi.org/10.1186/s40594-023-00424-9

Hake, R. R. (1998). Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses. American Journal of Physics, 66(1), 64–74. https://doi.org/10.1119/1.18809

Hammert, W. B., Dankel, S. J., Kataoka, R., Yamada, Y., Kassiano, W., Song, J. S., & Loenneke, J. P. (2024). Methodological considerations when studying resistance-trained populations: Ideas for using control groups. Journal of Strength and Conditioning Research, 38(12), 2164–2171. https://doi.org/10.1519/JSC.0000000000004978

Hamzah, N., Zakaria, N., Ariffin, A., & Rubani, S. N. K. (2024). The effectiveness of collaborative learning in improving higher level thinking skills and reflective skills. Journal of Advanced Research in Applied Sciences and Engineering Technology, 42(1), 191–198. https://doi.org/10.37934/araset.42.1.191198

Haryati, T., Koma, I., Mersania Shintia, A., & Julmi, J. (2025). Application of statistical methods in determining learning evaluation values and scores. JISEI: Journal of Islamic Studies and Educational Innovation, 1(4), 480–487. https://doi.org/10.61094/jisei.v1i4.11

Hrastinski, S. (2019). What do we mean by blended learning? TechTrends, 63(5), 564–569. https://doi.org/10.1007/s11528-019-00375-5

Huang, R., Ritzhaupt, A. D., Sommer, M., Zhu, J., Stephen, A., Valle, N., Hampton, J., & Li, J. (2020). The impact of gamification in educational settings on student learning outcomes: A meta-analysis. Educational Technology Research and Development, 68(4), 1875–1901. https://doi.org/10.1007/s11423-020-09807-z

Hussain, S., Butorova, H., Zhang, H., Hossain, M. J., & Hussain, S. (2026). Student engagement in transnational engineering higher education: An evaluation of four active learning approaches. Frontiers in Education, 11, Article 1863267. https://doi.org/10.3389/feduc.2026.1863267

Irwanto, I. (2023). Improving preservice chemistry teachers’ critical thinking and science process skills using research-oriented collaborative inquiry learning. Journal of Technology and Science Education, 13(1), 23–35. https://doi.org/10.3926/jotse.1796

Kieu Oanh, P. T., & Hong Nhung, N. T. (2022). Constructivism learning theory: A paradigm for teaching and learning English in secondary education in Vietnam. International Journal of Scientific and Research Publications, 12(12), 93–98. https://doi.org/10.29322/IJSRP.12.12.2022.p13211

Larsen, D. P. (2018). Planning education for long-term retention: The cognitive science and implementation of retrieval practice. Seminars in Neurology, 38(4), 449–456. https://doi.org/10.1055/s-0038-1666983

Lu, K., Pang, F., & Shadiev, R. (2021). Understanding the mediating effect of learning approach between learning factors and higher order thinking skills in collaborative inquiry-based learning. Educational Technology Research and Development, 69(5), 2475–2492. https://doi.org/10.1007/s11423-021-10025-4

McDermott, K. B. (2021). Practicing retrieval facilitates learning. Annual Review of Psychology, 72, 609–633. https://doi.org/10.1146/annurev-psych-010419-051019

McQuade, R., Ventura-Medina, E., Wiggins, S., & Anderson, T. (2020). Examining self-managed problem-based learning interactions in engineering education. European Journal of Engineering Education, 45(2), 232–248. https://doi.org/10.1080/03043797.2019.1649366

Mishra, N. R. (2023). Constructivist approach to learning: An analysis of pedagogical models of social constructivist learning theory. Journal of Research and Development, 6(1), 22–29. https://doi.org/10.3126/jrdn.v6i01.55227

Moon, S.-H., Jeong, H., & Choi, M. J. (2024). Integrating mixed reality preparation into acute coronary syndrome simulation for nursing students: A single-group pretest-posttest study. BMC Nursing, 23, Article 468. https://doi.org/10.1186/s12912-024-02110-9

Müller, C., Mildenberger, T., & Steingruber, D. (2023). Learning effectiveness of a flexible learning study programme in a blended learning design: Why are some courses more effective than others? International Journal of Educational Technology in Higher Education, 20, Article 10. https://doi.org/10.1186/s41239-022-00379-x

Nauryzbayeva, G., Demessinova, A., Toxanbekova, A., Kembayeva, Z., & Sabitova, A. (2025). Teaching physics to future engineers: Approaches, challenges, and prospects. International Journal of Innovative Research and Scientific Studies, 8(5), 2263–2270. https://doi.org/10.53894/ijirss.v8i5.9446

Nelavai, N., & Ramesh, S. (2020). An insight into the challenges faced by first year engineering students: Poor foundational knowledge. Procedia Computer Science, 172, 823–830. https://doi.org/10.1016/j.procs.2020.05.118

Nungu, L., Mukama, E., & Nsabayezu, E. (2023). Online collaborative learning and cognitive presence in mathematics and science education: Case study of University of Rwanda, College of Education. Education and Information Technologies, 28(9), 10865–10884. https://doi.org/10.1007/s10639-023-11607-w

Priastuti, P., Sani, R. A., Derlina, D., & Pohan, A. F. (2020). Effect of collaborative inquiry on the understanding of the concept and ability of critical thinking. In Proceedings of the 5th Annual International Seminar on Transformative Education and Educational Leadership (AISTEEL 2020). Atlantis Press. https://doi.org/10.2991/assehr.k.201124.102

Prince, M. (2004). Does active learning work? A review of the research. Journal of Engineering Education, 93(3), 223–231. https://doi.org/10.1002/j.2168-9830.2004.tb00809.x

Reynders, G., Lantz, J., Ruder, S. M., Stanford, C. L., & Cole, R. S. (2020). Rubrics to assess critical thinking and information processing in undergraduate STEM courses. International Journal of STEM Education, 7, Article 9. https://doi.org/10.1186/s40594-020-00208-5

Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w

Sala, R., Maffei, A., Pirola, F., Enoksson, F., Ljubić, S., Skoki, A., Zammit, J. P., Bonello, A., Podržaj, P., Žužek, T., Priarone, P. C., Antonelli, D., & Pezzotta, G. (2024). Blended learning in the engineering field: A systematic literature review. Computer Applications in Engineering Education, 32(3), Article e22712. https://doi.org/10.1002/cae.22712

Sandrone, S., Scott, G., Anderson, W. J., & Musunuru, K. (2021). Active learning-based STEM education for in-person and online learning. Cell, 184(6), 1409–1414. https://doi.org/10.1016/j.cell.2021.01.045

Strielkowski, W., Grebennikova, V., Lisovskiy, A., Rakhimova, G., & Vasileva, T. (2025). AI-driven adaptive learning for sustainable educational transformation. Sustainable Development, 33(2), 1921–1947. https://doi.org/10.1002/sd.3221

Tejeswini, V., Chaitra, B., Renuka, I. V., & Ramya, P. (2024). Crossword puzzles—A fun educational tool to reinforce information. Acta Medica International, 11(2), 168–171. https://doi.org/10.4103/amit.amit_104_22

Theobald, E. J., Hill, M. J., Tran, E., Agrawal, S., Arroyo, E. N., Behling, S., Chambwe, N., Cintrón, D. L., Cooper, J. D., Dunster, G., Grummer, J. A., Hennessey, K., Hsiao, J., Iranon, N., Jones, L., Jordt, H., Keller, M., Lacey, M. E., Littlefield, C. E., … Freeman, S. (2020). Active learning narrows achievement gaps for underrepresented students in undergraduate science, technology, engineering, and math. Proceedings of the National Academy of Sciences, 117(12), 6476–6483. https://doi.org/10.1073/pnas.1916903117

Torres, E. R., Williams, P. R., Kassahun-Yimer, W., & Gordy, X. Z. (2022). Crossword puzzles and knowledge retention. Journal of Effective Teaching in Higher Education, 5(1), 18–29. https://doi.org/10.36021/jethe.v5i1.244

Van den Beemt, A., Groothuijsen, S., Ozkan, L., & Hendrix, W. (2023). Remote labs in higher engineering education: Engaging students with active learning pedagogy. Journal of Computing in Higher Education, 35(2), 320–340. https://doi.org/10.1007/s12528-022-09331-4

Van Helden, G., Zandbergen, B. T. C., Specht, M. M., & Gill, E. K. A. (2023). Collaborative learning in engineering design education: A systematic literature review. IEEE Transactions on Education, 66(5), 509–521. https://doi.org/10.1109/TE.2023.3283609

Wang, L.-H., Chen, B., Hwang, G.-J., Guan, J.-Q., & Wang, Y.-Q. (2022). Effects of digital game-based STEM education on students’ learning achievement: A meta-analysis. International Journal of STEM Education, 9, Article 26. https://doi.org/10.1186/s40594-022-00344-0

Wiggins, B. L., Eddy, S. L., Grunspan, D. Z., & Crowe, A. J. (2017). The ICAP active learning framework predicts the learning gains observed in intensely active classroom experiences. AERA Open, 3(2). https://doi.org/10.1177/2332858417708567

Xu, B., Stephens, J. M., & Lee, K. (2024). Assessing student engagement in collaborative learning: Development and validation of new measure in China. The Asia-Pacific Education Researcher, 33(2), 395–405. https://doi.org/10.1007/s40299-023-00737-x

Zabolotna, K., Nøhr, L., Iwata, M., Spikol, D., Malmberg, J., & Järvenoja, H. (2025). How does collaborative task design shape collaborative knowledge construction and group-level regulation of learning? A study of secondary school students’ interactions in two varied tasks. International Journal of Computer-Supported Collaborative Learning, 20(2), 171–199. https://doi.org/10.1007/s11412-024-09442-3

Zhang, Y., & Tse, A. W. C. (2025). Impact of online collaborative problem-based learning on the engagement of year-one engineering undergraduates. In 2025 14th International Conference on Educational and Information Technology (ICEIT) (pp. 199–206). IEEE. https://doi.org/10.1109/ICEIT64364.2025.10976208

Zhao, D., Muntean, C. H., Chis, A. E., Rozinaj, G., & Muntean, G.-M. (2022). Game-based learning: Enhancing student experience, knowledge gain, and usability in higher education programming courses. IEEE Transactions on Education, 65(4), 502–513. https://doi.org/10.1109/TE.2021.3136914

Zhao, S., & Cao, C. (2023). Exploring relationship among self-regulated learning, self-efficacy and engagement in blended collaborative context. SAGE Open, 13(1). https://doi.org/10.1177/21582440231157240

Zumrawi, A. A., & Macfadyen, L. P. (2023). Proposed metrics for summarizing student evaluation of teaching data from balanced Likert scale surveys. Cogent Education, 10(2), Article 2254665. https://doi.org/10.1080/2331186X.2023.2254665

Downloads

Published

2026-09-30

How to Cite

Integrating Gamified Retrieval Practice and Online Collaborative Learning in Laser Physics. (2026). Online Learning In Educational Research (OLER), 6(3), 167-181. https://doi.org/10.58524/oler.v6i3.1434