Gamification: A Sharing and Storing Information Model at the Malaysian Institute of Teacher Education

Gamification is a new technique utilising game mechanisms or elements in nongaming contexts for commercial or educational purposes. While gamification seems to be easy to use in a variety of daily activities, challenges will arise when online digitizing processes are created and combined with educ...

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Main Authors: Rahman, M.N.A., Awang, W.M.K.W., Hanafiah, S.H.M., Amin, M.Z.M.
Format: Conference or Workshop Item
Language:English
Published: 2020
Subjects:
Online Access:http://eprints.unisza.edu.my/1919/1/FH03-FIK-20-39349.pdf
http://eprints.unisza.edu.my/1919/
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spelling my-unisza-ir.19192020-11-24T06:08:19Z http://eprints.unisza.edu.my/1919/ Gamification: A Sharing and Storing Information Model at the Malaysian Institute of Teacher Education Rahman, M.N.A. Awang, W.M.K.W. Hanafiah, S.H.M. Amin, M.Z.M. L Education (General) ZA Information resources Gamification is a new technique utilising game mechanisms or elements in nongaming contexts for commercial or educational purposes. While gamification seems to be easy to use in a variety of daily activities, challenges will arise when online digitizing processes are created and combined with educational apps. Therefore, this article describes the concept of online gamutation for the purpose of storing and sharing information. The online model is designed to involve all members of the Teacher Education Institute (IPG) and the public to form a group in the collection and dissemination of academic knowledge. The information management process at the Teacher Education Institute (IPG) is often found to be problematic because there is no systematic information storage system. Lecturers and students at IPG mostly keep their teaching and learning materials individually. This situation results in the loss of information resources and difficulty in recovering and also tracing information when needed. To solve the problem, the "Information Sharing for Learning" (iSL) model was developed to manage teaching and learning resources at IPG. This model is expected to motivate and encourage users to use this application and will further increase the amount of collection of stored information sources. 2020 Conference or Workshop Item NonPeerReviewed text en http://eprints.unisza.edu.my/1919/1/FH03-FIK-20-39349.pdf Rahman, M.N.A. and Awang, W.M.K.W. and Hanafiah, S.H.M. and Amin, M.Z.M. (2020) Gamification: A Sharing and Storing Information Model at the Malaysian Institute of Teacher Education. In: 2nd Joint International Conference on Emerging Computing Technology and Sports, JICETS 2019, 25-27 Nov 2019, Bandung, Indonesia.
institution Universiti Sultan Zainal Abidin
building UNISZA Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Sultan Zainal Abidin
content_source UNISZA Institutional Repository
url_provider https://eprints.unisza.edu.my/
language English
topic L Education (General)
ZA Information resources
spellingShingle L Education (General)
ZA Information resources
Rahman, M.N.A.
Awang, W.M.K.W.
Hanafiah, S.H.M.
Amin, M.Z.M.
Gamification: A Sharing and Storing Information Model at the Malaysian Institute of Teacher Education
description Gamification is a new technique utilising game mechanisms or elements in nongaming contexts for commercial or educational purposes. While gamification seems to be easy to use in a variety of daily activities, challenges will arise when online digitizing processes are created and combined with educational apps. Therefore, this article describes the concept of online gamutation for the purpose of storing and sharing information. The online model is designed to involve all members of the Teacher Education Institute (IPG) and the public to form a group in the collection and dissemination of academic knowledge. The information management process at the Teacher Education Institute (IPG) is often found to be problematic because there is no systematic information storage system. Lecturers and students at IPG mostly keep their teaching and learning materials individually. This situation results in the loss of information resources and difficulty in recovering and also tracing information when needed. To solve the problem, the "Information Sharing for Learning" (iSL) model was developed to manage teaching and learning resources at IPG. This model is expected to motivate and encourage users to use this application and will further increase the amount of collection of stored information sources.
format Conference or Workshop Item
author Rahman, M.N.A.
Awang, W.M.K.W.
Hanafiah, S.H.M.
Amin, M.Z.M.
author_facet Rahman, M.N.A.
Awang, W.M.K.W.
Hanafiah, S.H.M.
Amin, M.Z.M.
author_sort Rahman, M.N.A.
title Gamification: A Sharing and Storing Information Model at the Malaysian Institute of Teacher Education
title_short Gamification: A Sharing and Storing Information Model at the Malaysian Institute of Teacher Education
title_full Gamification: A Sharing and Storing Information Model at the Malaysian Institute of Teacher Education
title_fullStr Gamification: A Sharing and Storing Information Model at the Malaysian Institute of Teacher Education
title_full_unstemmed Gamification: A Sharing and Storing Information Model at the Malaysian Institute of Teacher Education
title_sort gamification: a sharing and storing information model at the malaysian institute of teacher education
publishDate 2020
url http://eprints.unisza.edu.my/1919/1/FH03-FIK-20-39349.pdf
http://eprints.unisza.edu.my/1919/
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score 13.159267