Web-based personal study helper based on lesson plan using gamification / Ahmad Taqiyuddin Mohd Zahrin, Fadzlin Ahmadon and Khairul Nurmazianna Ismail

Study is defined as the activity or process of learning by reading, memorising facts, attending school, etc. To study effectively, students need to have aids that facilitate their learning process. With technology nowadays, students can use many applications as aids or study tools. However, not all...

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Main Authors: Mohd Zahrin, Ahmad Taqiyuddin, Ahmadon, Fadzlin, Ismail, Khairul Nurmazianna
Format: Article
Language:English
Published: College of Computing, Informatics, and Mathematics 2024
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Online Access:https://ir.uitm.edu.my/id/eprint/106052/1/106052.pdf
https://ir.uitm.edu.my/id/eprint/106052/
https://fskmjebat.uitm.edu.my/pcmj/
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spelling my.uitm.ir.1060522025-02-26T17:08:26Z https://ir.uitm.edu.my/id/eprint/106052/ Web-based personal study helper based on lesson plan using gamification / Ahmad Taqiyuddin Mohd Zahrin, Fadzlin Ahmadon and Khairul Nurmazianna Ismail Mohd Zahrin, Ahmad Taqiyuddin Ahmadon, Fadzlin Ismail, Khairul Nurmazianna Integer programming Study is defined as the activity or process of learning by reading, memorising facts, attending school, etc. To study effectively, students need to have aids that facilitate their learning process. With technology nowadays, students can use many applications as aids or study tools. However, not all students have the same motivation to learn, which might result in low academic achievement. Students also disengage during their classes and have difficulty understanding the interconnections between concepts. To address these challenges, the research project aims to develop web-based personal study helpers with gamification elements to enhance student engagement, motivation, and comprehension of academic content. Gamification is the use of game elements such as badges, achievements, levels, points, and progress to make learning more interactive. The development project also has a generated mind map for note-taking as the visualisation aids in learning. This project also makes use of the traffic light colour code system for the pending assessment tracking for the students. This project follows the Modified Waterfall Model as its Software Development Life Cycle (SDLC), which has four phases: requirement analysis, design, implementation, and testing. To test the usability of the developed project, it used the System Usability Scale (SUS) questionnaire given to the UiTM students. The result of the SUS score for this project is 64.64, which indicates a moderate level of usability. In conclusion, the gamification elements, generated mind maps, and use of a traffic light colour code system for a pending assessment tracker have been successfully implemented in a web-based application, with all the functionality working as intended. By implementing gamification, this application also successfully increases the engagement of the students and enhances their learning experience. College of Computing, Informatics, and Mathematics 2024-10 Article NonPeerReviewed text en https://ir.uitm.edu.my/id/eprint/106052/1/106052.pdf Web-based personal study helper based on lesson plan using gamification / Ahmad Taqiyuddin Mohd Zahrin, Fadzlin Ahmadon and Khairul Nurmazianna Ismail. (2024) Progress in Computer and Mathematics Journal (PCMJ) <https://ir.uitm.edu.my/view/publication/Progress_in_Computer_and_Mathematics_Journal_=28PCMJ=29/>, 1. pp. 580-595. ISSN 3030-6728 (Submitted) https://fskmjebat.uitm.edu.my/pcmj/
institution Universiti Teknologi Mara
building Tun Abdul Razak Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Mara
content_source UiTM Institutional Repository
url_provider http://ir.uitm.edu.my/
language English
topic Integer programming
spellingShingle Integer programming
Mohd Zahrin, Ahmad Taqiyuddin
Ahmadon, Fadzlin
Ismail, Khairul Nurmazianna
Web-based personal study helper based on lesson plan using gamification / Ahmad Taqiyuddin Mohd Zahrin, Fadzlin Ahmadon and Khairul Nurmazianna Ismail
description Study is defined as the activity or process of learning by reading, memorising facts, attending school, etc. To study effectively, students need to have aids that facilitate their learning process. With technology nowadays, students can use many applications as aids or study tools. However, not all students have the same motivation to learn, which might result in low academic achievement. Students also disengage during their classes and have difficulty understanding the interconnections between concepts. To address these challenges, the research project aims to develop web-based personal study helpers with gamification elements to enhance student engagement, motivation, and comprehension of academic content. Gamification is the use of game elements such as badges, achievements, levels, points, and progress to make learning more interactive. The development project also has a generated mind map for note-taking as the visualisation aids in learning. This project also makes use of the traffic light colour code system for the pending assessment tracking for the students. This project follows the Modified Waterfall Model as its Software Development Life Cycle (SDLC), which has four phases: requirement analysis, design, implementation, and testing. To test the usability of the developed project, it used the System Usability Scale (SUS) questionnaire given to the UiTM students. The result of the SUS score for this project is 64.64, which indicates a moderate level of usability. In conclusion, the gamification elements, generated mind maps, and use of a traffic light colour code system for a pending assessment tracker have been successfully implemented in a web-based application, with all the functionality working as intended. By implementing gamification, this application also successfully increases the engagement of the students and enhances their learning experience.
format Article
author Mohd Zahrin, Ahmad Taqiyuddin
Ahmadon, Fadzlin
Ismail, Khairul Nurmazianna
author_facet Mohd Zahrin, Ahmad Taqiyuddin
Ahmadon, Fadzlin
Ismail, Khairul Nurmazianna
author_sort Mohd Zahrin, Ahmad Taqiyuddin
title Web-based personal study helper based on lesson plan using gamification / Ahmad Taqiyuddin Mohd Zahrin, Fadzlin Ahmadon and Khairul Nurmazianna Ismail
title_short Web-based personal study helper based on lesson plan using gamification / Ahmad Taqiyuddin Mohd Zahrin, Fadzlin Ahmadon and Khairul Nurmazianna Ismail
title_full Web-based personal study helper based on lesson plan using gamification / Ahmad Taqiyuddin Mohd Zahrin, Fadzlin Ahmadon and Khairul Nurmazianna Ismail
title_fullStr Web-based personal study helper based on lesson plan using gamification / Ahmad Taqiyuddin Mohd Zahrin, Fadzlin Ahmadon and Khairul Nurmazianna Ismail
title_full_unstemmed Web-based personal study helper based on lesson plan using gamification / Ahmad Taqiyuddin Mohd Zahrin, Fadzlin Ahmadon and Khairul Nurmazianna Ismail
title_sort web-based personal study helper based on lesson plan using gamification / ahmad taqiyuddin mohd zahrin, fadzlin ahmadon and khairul nurmazianna ismail
publisher College of Computing, Informatics, and Mathematics
publishDate 2024
url https://ir.uitm.edu.my/id/eprint/106052/1/106052.pdf
https://ir.uitm.edu.my/id/eprint/106052/
https://fskmjebat.uitm.edu.my/pcmj/
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score 13.244109