Analysis of the college underachievers’ transformation via gamified learning experience

Underachievers - students have poor academic performance, are lazy in behaviour, and hold negative learning attitudes in class. Many studies have shown that the lack of interest in learning is a fundamental reason students become underachievers. With the rapid development of information technology,...

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Main Authors: Tan, Wei Kian, Sunar, Mohd. Shahrizal, Goh, Eg Su
Format: Article
Published: Elsevier B.V. 2023
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Online Access:http://eprints.utm.my/108308/
http://dx.doi.org/10.1016/j.entcom.2022.100524
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spelling my.utm.1083082024-11-13T06:30:10Z http://eprints.utm.my/108308/ Analysis of the college underachievers’ transformation via gamified learning experience Tan, Wei Kian Sunar, Mohd. Shahrizal Goh, Eg Su QA75 Electronic computers. Computer science Underachievers - students have poor academic performance, are lazy in behaviour, and hold negative learning attitudes in class. Many studies have shown that the lack of interest in learning is a fundamental reason students become underachievers. With the rapid development of information technology, games have gradually integrated into our lives. Gamification has been applied to stimulate students learning interests and strengthen their motivation by incorporating game design elements in educational environments. This paper first elaborates on the current trends of gamified learning and the transformation of underachievers. Next, this research reviews the theoretical basis and defines the relevant concepts of gamified learning. Then, through questionnaires and interviews, the paper investigates the learning status of the underachievers with the gamified platform – GamiClass based on ADDIE instructional design model and Grasha Learning Styles. A total of 10 underachievers among 76 Raffles University Malaysia Innovation module students were selected for practical analysis. This experiment investigated gamification feasibility and effectiveness in the transformation of underachievers. This research found that gamification could effectively improve the underachievers' learning interest. Game elements such as meaning, onboard tutorial, social pressure and guild/teams are necessary for a gamified learning platform to motivate underachievers in online lesson participation. Elsevier B.V. 2023 Article PeerReviewed Tan, Wei Kian and Sunar, Mohd. Shahrizal and Goh, Eg Su (2023) Analysis of the college underachievers’ transformation via gamified learning experience. Entertainment Computing, 44 (NA). NA-NA. ISSN 1875-9521 http://dx.doi.org/10.1016/j.entcom.2022.100524 DOI : 10.1016/j.entcom.2022.100524
institution Universiti Teknologi Malaysia
building UTM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Malaysia
content_source UTM Institutional Repository
url_provider http://eprints.utm.my/
topic QA75 Electronic computers. Computer science
spellingShingle QA75 Electronic computers. Computer science
Tan, Wei Kian
Sunar, Mohd. Shahrizal
Goh, Eg Su
Analysis of the college underachievers’ transformation via gamified learning experience
description Underachievers - students have poor academic performance, are lazy in behaviour, and hold negative learning attitudes in class. Many studies have shown that the lack of interest in learning is a fundamental reason students become underachievers. With the rapid development of information technology, games have gradually integrated into our lives. Gamification has been applied to stimulate students learning interests and strengthen their motivation by incorporating game design elements in educational environments. This paper first elaborates on the current trends of gamified learning and the transformation of underachievers. Next, this research reviews the theoretical basis and defines the relevant concepts of gamified learning. Then, through questionnaires and interviews, the paper investigates the learning status of the underachievers with the gamified platform – GamiClass based on ADDIE instructional design model and Grasha Learning Styles. A total of 10 underachievers among 76 Raffles University Malaysia Innovation module students were selected for practical analysis. This experiment investigated gamification feasibility and effectiveness in the transformation of underachievers. This research found that gamification could effectively improve the underachievers' learning interest. Game elements such as meaning, onboard tutorial, social pressure and guild/teams are necessary for a gamified learning platform to motivate underachievers in online lesson participation.
format Article
author Tan, Wei Kian
Sunar, Mohd. Shahrizal
Goh, Eg Su
author_facet Tan, Wei Kian
Sunar, Mohd. Shahrizal
Goh, Eg Su
author_sort Tan, Wei Kian
title Analysis of the college underachievers’ transformation via gamified learning experience
title_short Analysis of the college underachievers’ transformation via gamified learning experience
title_full Analysis of the college underachievers’ transformation via gamified learning experience
title_fullStr Analysis of the college underachievers’ transformation via gamified learning experience
title_full_unstemmed Analysis of the college underachievers’ transformation via gamified learning experience
title_sort analysis of the college underachievers’ transformation via gamified learning experience
publisher Elsevier B.V.
publishDate 2023
url http://eprints.utm.my/108308/
http://dx.doi.org/10.1016/j.entcom.2022.100524
_version_ 1816130047785828352
score 13.214268