A principle that confides the use of gamification in e-learning for secondary schools
Implementing e - learning or electronic learning is a rampantly used method in the teaching and learning process in schools today. This method has gradually been introduced in the education system in line with the constant changing of the education landscape of the 21st century. Y...
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my.utm.590622017-02-15T06:17:51Z http://eprints.utm.my/id/eprint/59062/ A principle that confides the use of gamification in e-learning for secondary schools Abdullah, Zaleha Mohd. Zaid, Norasykin Mohamed, Hasnah Aris, Baharuddin LB2300 Higher Education Implementing e - learning or electronic learning is a rampantly used method in the teaching and learning process in schools today. This method has gradually been introduced in the education system in line with the constant changing of the education landscape of the 21st century. Yet as this method eventually reaches its saturation point among students, a different method needs to be injected into e - learning. Game based learning, serious games and gamifications are methods that have been infused into e - learning to make it more engaging for the students. Yet as gamification only involves the elements of games such as points, badges and leader board, the usage in teaching and learning process can be undertaken easier in comparison to game based learning and serious games. This paper suggests how game principles such as Player types can be used to integrate gamification into e - learning. 2015-12 Conference or Workshop Item PeerReviewed Abdullah, Zaleha and Mohd. Zaid, Norasykin and Mohamed, Hasnah and Aris, Baharuddin (2015) A principle that confides the use of gamification in e-learning for secondary schools. In: 2nd International Education Postgraduate Seminar, 20-21 Dec, 2015, Johor Bahru, Johor. http://educ.utm.my/ieps2015/ |
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LB2300 Higher Education Abdullah, Zaleha Mohd. Zaid, Norasykin Mohamed, Hasnah Aris, Baharuddin A principle that confides the use of gamification in e-learning for secondary schools |
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Implementing e - learning or electronic learning is a rampantly used method in the teaching and learning process in schools today. This method has gradually been introduced in the education system in line with the constant changing of the education landscape of the 21st century. Yet as this method eventually reaches its saturation point among students, a different method needs to be injected into e - learning. Game based learning, serious games and gamifications are methods that have been infused into e - learning to make it more engaging for the students. Yet as gamification only involves the elements of games such as points, badges and leader board, the usage in teaching and learning process can be undertaken easier in comparison to game based learning and serious games. This paper suggests how game principles such as Player types can be used to integrate gamification into e - learning. |
format |
Conference or Workshop Item |
author |
Abdullah, Zaleha Mohd. Zaid, Norasykin Mohamed, Hasnah Aris, Baharuddin |
author_facet |
Abdullah, Zaleha Mohd. Zaid, Norasykin Mohamed, Hasnah Aris, Baharuddin |
author_sort |
Abdullah, Zaleha |
title |
A principle that confides the use of gamification in e-learning for secondary schools |
title_short |
A principle that confides the use of gamification in e-learning for secondary schools |
title_full |
A principle that confides the use of gamification in e-learning for secondary schools |
title_fullStr |
A principle that confides the use of gamification in e-learning for secondary schools |
title_full_unstemmed |
A principle that confides the use of gamification in e-learning for secondary schools |
title_sort |
principle that confides the use of gamification in e-learning for secondary schools |
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2015 |
url |
http://eprints.utm.my/id/eprint/59062/ http://educ.utm.my/ieps2015/ |
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1643654463131484160 |
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13.211869 |