BOOSTING ENGAGEMENT AND LEARNING: HOW GAMIFIED QUIZZES VIA MENTIMETER IMPACT UNDERGRADUATE STUDENTS’ EXPERIENCES
S. Lauricella, L. Banks, R. Kay
This study examines undergraduate students' perceptions of Mentimeter, an online response system that enhances interactivity and satisfaction through gamified quizzes that award points for correct and quick answers. The study was conducted in a flipped classroom setting in which a single instructor delivered weekly interactive synchronous lectures to first- and second-year undergraduate health sciences students. Mentimeter was used to provide practice quizzes consisting of 20 multiple-choice and true-or-false questions, accessible in both synchronous (presentation) and asynchronous (survey) formats.
Data were collected via an anonymized, two-part survey. In the first section, students rated Mentimeter’s effectiveness in supporting their learning on a 7-point Likert scale, and responses were grouped by positive, neutral, and negative sentiment for analysis. In the second section, students responded to open-ended questions: “Overall, what did you like or dislike about using Mentimeter?” and “What changes, if any, could improve the Mentimeter quizzes for your learning in this course?” A total of 146 students participated in this survey (n=146).
Over three-quarters of student participants expressed a positive perception of Mentimeter quizzes during lecture reviews. Thematic analysis of open-ended responses highlighted several key perceptions: nearly half of respondents appreciated the chance to complete practice assessments, and one-fifth valued the feedback provided during content review. Suggestions for improvement were minimal, though some students recommended aligning Mentimeter questions more closely with graded assessments, while a few noted difficulties with instant feedback in the asynchronous format.
Overall, findings indicate that undergraduate students had a favourable experience using Mentimeter as a tool for interacting with course material, with generally high levels of satisfaction and minimal requests for change. This research underscores Mentimeter’s potential to foster engagement and enhance learning in higher education settings.
Keywords: Mentimeter, flipped classroom, gamified quizzes.