A gamification tool in teaching and learning / Norul Fadhilah Ismail and Mahfuzah Mahayadin
Gamification in education has gained significant traction as a strategy to enhance student engagement, motivation, and learning outcomes due to the development of digital technology and mobile applications. The term “gamification of education” refers to a growing strategy for raising students’ motiv...
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Universiti Teknologi MARA, Negeri Sembilan
2024
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my.uitm.ir.947592024-05-07T04:18:57Z https://ir.uitm.edu.my/id/eprint/94759/ A gamification tool in teaching and learning / Norul Fadhilah Ismail and Mahfuzah Mahayadin Ismail, Norul Fadhilah Mahayadin, Mahfuzah Collections of general literature Gamification in education has gained significant traction as a strategy to enhance student engagement, motivation, and learning outcomes due to the development of digital technology and mobile applications. The term “gamification of education” refers to a growing strategy for raising students’ motivation and engagement by introducing game design features in classroom settings (Dichev & Dcheva, 2017). Incorporating game elements and learning activities into gamified learning can heighten students' inherent motivation, transforming educational tasks into enjoyable and fulfilling experiences (Koivisto & Hamari, 2019). Apart from that, gamification can boost cognitive load and achievement levels, and students generally have positive thoughts regarding gamification strategies. However, when gamification is applied, the cognitive load factor must be considered, and certain precautions must be taken to maximise effectiveness. (Turan et al., 2016). Universiti Teknologi MARA, Negeri Sembilan 2024-03 Monograph NonPeerReviewed text en https://ir.uitm.edu.my/id/eprint/94759/1/94759.pdf A gamification tool in teaching and learning / Norul Fadhilah Ismail and Mahfuzah Mahayadin. (2024) Bulletin. Universiti Teknologi MARA, Negeri Sembilan. |
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Collections of general literature Ismail, Norul Fadhilah Mahayadin, Mahfuzah A gamification tool in teaching and learning / Norul Fadhilah Ismail and Mahfuzah Mahayadin |
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Gamification in education has gained significant traction as a strategy to enhance student engagement, motivation, and learning outcomes due to the development of digital technology and mobile applications. The term “gamification of education” refers to a growing strategy for raising students’ motivation and engagement by introducing game design features in classroom settings (Dichev & Dcheva, 2017). Incorporating game elements and learning activities into gamified learning can heighten students' inherent motivation, transforming educational tasks into enjoyable and fulfilling experiences (Koivisto & Hamari, 2019). Apart from that, gamification can boost cognitive load and achievement levels, and students generally have positive thoughts regarding gamification strategies. However, when gamification is applied, the cognitive load factor must be considered, and certain precautions must be taken to maximise effectiveness. (Turan et al., 2016). |
format |
Monograph |
author |
Ismail, Norul Fadhilah Mahayadin, Mahfuzah |
author_facet |
Ismail, Norul Fadhilah Mahayadin, Mahfuzah |
author_sort |
Ismail, Norul Fadhilah |
title |
A gamification tool in teaching and learning / Norul Fadhilah Ismail and Mahfuzah Mahayadin |
title_short |
A gamification tool in teaching and learning / Norul Fadhilah Ismail and Mahfuzah Mahayadin |
title_full |
A gamification tool in teaching and learning / Norul Fadhilah Ismail and Mahfuzah Mahayadin |
title_fullStr |
A gamification tool in teaching and learning / Norul Fadhilah Ismail and Mahfuzah Mahayadin |
title_full_unstemmed |
A gamification tool in teaching and learning / Norul Fadhilah Ismail and Mahfuzah Mahayadin |
title_sort |
gamification tool in teaching and learning / norul fadhilah ismail and mahfuzah mahayadin |
publisher |
Universiti Teknologi MARA, Negeri Sembilan |
publishDate |
2024 |
url |
https://ir.uitm.edu.my/id/eprint/94759/1/94759.pdf https://ir.uitm.edu.my/id/eprint/94759/ |
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