Crowdsourcing stem content for educational gamification

In this project, crowdsourcing science, technology, engineering and mathematics (STEM) content was used is to promote enjoyable, challenge-based English language learning to learners and instructors altogether. However, for this kind of facilitation to materialize is somehow vague as there is minima...

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Main Authors: Azwin Arif, Abdul Rahim, Nor Yazi, Khamis, Mohd Shafeirul Zaman, Abd Majid, Arulselvi, Uthayakumaran, Nursyaheedah, Muhammad Isa
Format: Conference or Workshop Item
Language:English
Published: Universiti Malaysia Pahang 2018
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Online Access:http://umpir.ump.edu.my/id/eprint/24489/1/9.1%20Crowdsourcing%20stem%20content%20for%20educational%20gamification.pdf
http://umpir.ump.edu.my/id/eprint/24489/
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spelling my.ump.umpir.244892019-03-21T02:58:48Z http://umpir.ump.edu.my/id/eprint/24489/ Crowdsourcing stem content for educational gamification Azwin Arif, Abdul Rahim Nor Yazi, Khamis Mohd Shafeirul Zaman, Abd Majid Arulselvi, Uthayakumaran Nursyaheedah, Muhammad Isa PE English In this project, crowdsourcing science, technology, engineering and mathematics (STEM) content was used is to promote enjoyable, challenge-based English language learning to learners and instructors altogether. However, for this kind of facilitation to materialize is somehow vague as there is minimal empirical evidence of its execution in real life setting. This action research therefore, was conducted to explore the concept of engagement via crowdsourcing for gamification in education. Through an analysis of 48 participants (pupils aged 13 to 14 years) and 20 facilitators who were involved in the ‘Young Scientist Camp’, the participants were assigned to crowd-source STEM content for revisions using English language. They then took turns to test their peers in other groups on STEM content using Kahoot!. Observations via video recording and focus group interviews were conducted to detect the evidences, and thematic analyses of crowdsourcing characteristics and engagement elements of gamification were presented in qualitative manner. The outcomes of this study are used to obtain general recommendations in engaging learners and applying crowdsourcing techniques in educational contexts. Universiti Malaysia Pahang 2018-11 Conference or Workshop Item NonPeerReviewed pdf en http://umpir.ump.edu.my/id/eprint/24489/1/9.1%20Crowdsourcing%20stem%20content%20for%20educational%20gamification.pdf Azwin Arif, Abdul Rahim and Nor Yazi, Khamis and Mohd Shafeirul Zaman, Abd Majid and Arulselvi, Uthayakumaran and Nursyaheedah, Muhammad Isa (2018) Crowdsourcing stem content for educational gamification. In: International Conference on Creativity, Innovation, and Invention in Digital Technology (CIIDT2018), 11 - 13 December 2018 , Penang, Malaysia. p. 1.. (Unpublished)
institution Universiti Malaysia Pahang
building UMP Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Malaysia Pahang
content_source UMP Institutional Repository
url_provider http://umpir.ump.edu.my/
language English
topic PE English
spellingShingle PE English
Azwin Arif, Abdul Rahim
Nor Yazi, Khamis
Mohd Shafeirul Zaman, Abd Majid
Arulselvi, Uthayakumaran
Nursyaheedah, Muhammad Isa
Crowdsourcing stem content for educational gamification
description In this project, crowdsourcing science, technology, engineering and mathematics (STEM) content was used is to promote enjoyable, challenge-based English language learning to learners and instructors altogether. However, for this kind of facilitation to materialize is somehow vague as there is minimal empirical evidence of its execution in real life setting. This action research therefore, was conducted to explore the concept of engagement via crowdsourcing for gamification in education. Through an analysis of 48 participants (pupils aged 13 to 14 years) and 20 facilitators who were involved in the ‘Young Scientist Camp’, the participants were assigned to crowd-source STEM content for revisions using English language. They then took turns to test their peers in other groups on STEM content using Kahoot!. Observations via video recording and focus group interviews were conducted to detect the evidences, and thematic analyses of crowdsourcing characteristics and engagement elements of gamification were presented in qualitative manner. The outcomes of this study are used to obtain general recommendations in engaging learners and applying crowdsourcing techniques in educational contexts.
format Conference or Workshop Item
author Azwin Arif, Abdul Rahim
Nor Yazi, Khamis
Mohd Shafeirul Zaman, Abd Majid
Arulselvi, Uthayakumaran
Nursyaheedah, Muhammad Isa
author_facet Azwin Arif, Abdul Rahim
Nor Yazi, Khamis
Mohd Shafeirul Zaman, Abd Majid
Arulselvi, Uthayakumaran
Nursyaheedah, Muhammad Isa
author_sort Azwin Arif, Abdul Rahim
title Crowdsourcing stem content for educational gamification
title_short Crowdsourcing stem content for educational gamification
title_full Crowdsourcing stem content for educational gamification
title_fullStr Crowdsourcing stem content for educational gamification
title_full_unstemmed Crowdsourcing stem content for educational gamification
title_sort crowdsourcing stem content for educational gamification
publisher Universiti Malaysia Pahang
publishDate 2018
url http://umpir.ump.edu.my/id/eprint/24489/1/9.1%20Crowdsourcing%20stem%20content%20for%20educational%20gamification.pdf
http://umpir.ump.edu.my/id/eprint/24489/
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score 13.211869