Hypothesis: Churches and other religious organizations will use a digital quiz tool to enhance the engagement of their youth ministry participants.
What is under consideration is providing a voluntary topic quiz as a follow up to lessons and discussions or as a recommended topic. The quiz is a teaching/reinforcement tool and not a grading tool as it allows the participant to resubmit until all of the answers are correct.
The participant can then earn points for completing the topic quiz.
The participants can be members of an unlimited number of group/sub-group structures of up to three tiers. Examples include a small group within an age level group within a larger age range group or a team competing against other teams in a knowledge challenge.
Students will generally fall into a basic bell curve motivational category when challenged:
- 20% = bring it on, especially if it involves recognition.
- 60% = can be/need to be influenced to varying degrees by peers, leaders and/or factors such as ministry environment or tangible incentives.
- 20% = not interested, leave me alone.
Potential Specific Motivation(s):
- Satisfaction of successfully completing a quiz.
- Earning higher levels of personal achievement.
Game Appeal-Peer Interaction
- Competing within one or more groups or challenges.
- Competing as a team/group against other groups.
- Recognition among peers.
- Interest in topic.
- Earning incentives.
- Parent allowing use of mobile device.
Depending on the student’s age, parental involvement can potentially include digitally receiving the topic/challenge link for the student, completing the quiz with the student, offering incentives and/or the parent completing the topic quizzes themselves with their own participant account.
An additional feature to enhance student engagement is the administrative option to track anonymous metrics of the first attempt answers by quiz question. This feature can be used as a follow up analysis of a topic lesson/discussion effectiveness.