Autor: |
Alharbi, Eslam, Rahman, Mohd Nordin Abdul |
Předmět: |
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Zdroj: |
AIP Conference Proceedings; 2023, Vol. 2484 Issue 1, p1-6, 6p |
Abstrakt: |
Despite the exponential success of using creative gaming concepts in the educational context to encourage active learning, engage people and solve motivational problems, there is an emerging body of research work arguing that gamification is not successful to improving either student participation or learning outcomes. This research paper proposed a new gamification assessment model to investigate how gamification can first impact student learning interaction, student's satisfaction, increasing student's motivation, student's engagement, and addressing needs of student. In order to encourage students to answer questions relevant to their taught modules, a question board is designed and implemented where academic staff can also contribute and validate the most correct responses. In order to investigate the gamification effect over time, the acquisition of data is carried out. The gamified platform was incorporated with a university's online e-learning portal where e-learning adoption is considered extremely weak. The findings obtained have shown that gamification can be seen as a powerful tool for enticing users to use educational systems and increasing their interactivity and interaction. [ABSTRACT FROM AUTHOR] |
Databáze: |
Complementary Index |
Externí odkaz: |
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