Student engagement in learning: a preliminary study on digital educational application
In this modern age, more children are becoming frequent smartphone users. This research presents an approach to engage students with Digital Educational Games. The emergence of digital technologies has increased interest in education and the learning process. Particularly in e-learning, teachers fac...
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2021
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Online Access: | https://eprints.ums.edu.my/id/eprint/33075/1/Student%20engagement%20in%20learning_%20a%20preliminary%20study%20on%20digital%20educational%20application.pdf https://eprints.ums.edu.my/id/eprint/33075/2/Student%20engagement%20in%20learning_%20a%20preliminary%20study%20on%20digital%20educational%20application%20_ABSTRACT.pdf https://eprints.ums.edu.my/id/eprint/33075/ http://tost.unise.org/pdfs/vol8/no3-2/ToST-CoFA2020-343-354-OA.pdf |
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my.ums.eprints.330752022-07-12T00:31:09Z https://eprints.ums.edu.my/id/eprint/33075/ Student engagement in learning: a preliminary study on digital educational application Suhaila Jaffar Dinna @ Nina Mohd Nizam Aslina Baharum Nooralisa Mohd Tuah Farhana Diana Deris Noorsidi Aizuddin Mat Noor LB1025-1050.75 Teaching (Principles and practice) LC8-6691 Special aspects of education In this modern age, more children are becoming frequent smartphone users. This research presents an approach to engage students with Digital Educational Games. The emergence of digital technologies has increased interest in education and the learning process. Particularly in e-learning, teachers face difficulties in promoting and engaging students in the learning process, and vice versa. However, thanks to new technology that incorporates new methods into the e-learning process overcomes these problems. The objectives of this study are to identify the features and guidelines for designing an engaging Digital Educational Games using qualitative method. A locally developed educational application was used in the preliminary study to identify the gamification elements on 15 participants, and seven elements were identified. A proposed guideline to encourage learning engagement from this study and literature review was suggested. This research shows gamification, which by hope future research can develop educational games that engages students to learn. UniSE Press 2021 Article PeerReviewed text en https://eprints.ums.edu.my/id/eprint/33075/1/Student%20engagement%20in%20learning_%20a%20preliminary%20study%20on%20digital%20educational%20application.pdf text en https://eprints.ums.edu.my/id/eprint/33075/2/Student%20engagement%20in%20learning_%20a%20preliminary%20study%20on%20digital%20educational%20application%20_ABSTRACT.pdf Suhaila Jaffar and Dinna @ Nina Mohd Nizam and Aslina Baharum and Nooralisa Mohd Tuah and Farhana Diana Deris and Noorsidi Aizuddin Mat Noor (2021) Student engagement in learning: a preliminary study on digital educational application. Transactions on Science and Technology, 8 (2). pp. 343-354. ISSN 2289-8786 http://tost.unise.org/pdfs/vol8/no3-2/ToST-CoFA2020-343-354-OA.pdf |
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LB1025-1050.75 Teaching (Principles and practice) LC8-6691 Special aspects of education Suhaila Jaffar Dinna @ Nina Mohd Nizam Aslina Baharum Nooralisa Mohd Tuah Farhana Diana Deris Noorsidi Aizuddin Mat Noor Student engagement in learning: a preliminary study on digital educational application |
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In this modern age, more children are becoming frequent smartphone users. This research presents an approach to engage students with Digital Educational Games. The emergence of digital technologies has increased interest in education and the learning process. Particularly in e-learning, teachers face difficulties in promoting and engaging students in the learning process, and vice versa. However, thanks to new technology that incorporates new methods into the e-learning process overcomes these problems. The objectives of this study are to identify the features and guidelines for designing an engaging Digital Educational Games using qualitative method. A locally developed educational application was used in the preliminary study to identify the gamification elements on 15 participants, and seven elements were identified. A proposed guideline to encourage learning engagement from this study and literature review was suggested. This research shows gamification, which by hope future research can develop educational games that engages students to learn. |
format |
Article |
author |
Suhaila Jaffar Dinna @ Nina Mohd Nizam Aslina Baharum Nooralisa Mohd Tuah Farhana Diana Deris Noorsidi Aizuddin Mat Noor |
author_facet |
Suhaila Jaffar Dinna @ Nina Mohd Nizam Aslina Baharum Nooralisa Mohd Tuah Farhana Diana Deris Noorsidi Aizuddin Mat Noor |
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Suhaila Jaffar |
title |
Student engagement in learning: a preliminary study on digital educational application |
title_short |
Student engagement in learning: a preliminary study on digital educational application |
title_full |
Student engagement in learning: a preliminary study on digital educational application |
title_fullStr |
Student engagement in learning: a preliminary study on digital educational application |
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Student engagement in learning: a preliminary study on digital educational application |
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student engagement in learning: a preliminary study on digital educational application |
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UniSE Press |
publishDate |
2021 |
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https://eprints.ums.edu.my/id/eprint/33075/1/Student%20engagement%20in%20learning_%20a%20preliminary%20study%20on%20digital%20educational%20application.pdf https://eprints.ums.edu.my/id/eprint/33075/2/Student%20engagement%20in%20learning_%20a%20preliminary%20study%20on%20digital%20educational%20application%20_ABSTRACT.pdf https://eprints.ums.edu.my/id/eprint/33075/ http://tost.unise.org/pdfs/vol8/no3-2/ToST-CoFA2020-343-354-OA.pdf |
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