Gamification: potentials and challenges in teaching and learning in science

Educational technology plays an important part in the growth of education in the 21st century. Yet the absence of infusion between technology and education in schools, has led to the de-motivation among many students and teachers with the current education system. Therefore with the evolution in tec...

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Main Authors: Sanmugam, Mageswaran, Aris, Baharuddin, Mohammed, Hasnah, Mohd. Zaid, Norasykin, Abdullah, Zaleha
Format: Conference or Workshop Item
Language:English
Published: 2014
Subjects:
Online Access:http://eprints.utm.my/id/eprint/61048/1/ZalehaAbdullah2014_GamificationPotentialsandChallengesinTeaching.pdf
http://eprints.utm.my/id/eprint/61048/
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spelling my.utm.610482017-03-14T00:16:53Z http://eprints.utm.my/id/eprint/61048/ Gamification: potentials and challenges in teaching and learning in science Sanmugam, Mageswaran Aris, Baharuddin Mohammed, Hasnah Mohd. Zaid, Norasykin Abdullah, Zaleha L Education (General) Educational technology plays an important part in the growth of education in the 21st century. Yet the absence of infusion between technology and education in schools, has led to the de-motivation among many students and teachers with the current education system. Therefore with the evolution in technology, especially with the arrival of android devices, interaction with games has been on the rise; making it a daily routine and addictive part of people?s lives. By using the game design elements in non-game contexts, gamification is created. These elements are points, badges and leader board. In the corporate world, gamification has been used as a motivational pull in achieving goals. These qualities relate to the instigators of motivation; purpose, autonomy and mastery. So we can deduce that the capabilities of game in causing a change in human lives go beyond its intended purpose of fun. As students are familiar with the usage of technology, infusing gamification to improve teaching and learning in schools may reap favourable results. Yet there has been lacking research in the effectiveness of gamification in learning and teaching. This creates an opening for a research to be carried out in this field. The aim of this paper is to explore the potentials as well as challenges of using gamification to enhance the teaching and learning in Malaysia schools. 2014 Conference or Workshop Item PeerReviewed application/pdf en http://eprints.utm.my/id/eprint/61048/1/ZalehaAbdullah2014_GamificationPotentialsandChallengesinTeaching.pdf Sanmugam, Mageswaran and Aris, Baharuddin and Mohammed, Hasnah and Mohd. Zaid, Norasykin and Abdullah, Zaleha (2014) Gamification: potentials and challenges in teaching and learning in science. In: Konvensyen Antarabangsa Jiwa Pendidik 2014, 11-13 August, 2014, Johor Bahru, Malaysia.
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/
language English
topic L Education (General)
spellingShingle L Education (General)
Sanmugam, Mageswaran
Aris, Baharuddin
Mohammed, Hasnah
Mohd. Zaid, Norasykin
Abdullah, Zaleha
Gamification: potentials and challenges in teaching and learning in science
description Educational technology plays an important part in the growth of education in the 21st century. Yet the absence of infusion between technology and education in schools, has led to the de-motivation among many students and teachers with the current education system. Therefore with the evolution in technology, especially with the arrival of android devices, interaction with games has been on the rise; making it a daily routine and addictive part of people?s lives. By using the game design elements in non-game contexts, gamification is created. These elements are points, badges and leader board. In the corporate world, gamification has been used as a motivational pull in achieving goals. These qualities relate to the instigators of motivation; purpose, autonomy and mastery. So we can deduce that the capabilities of game in causing a change in human lives go beyond its intended purpose of fun. As students are familiar with the usage of technology, infusing gamification to improve teaching and learning in schools may reap favourable results. Yet there has been lacking research in the effectiveness of gamification in learning and teaching. This creates an opening for a research to be carried out in this field. The aim of this paper is to explore the potentials as well as challenges of using gamification to enhance the teaching and learning in Malaysia schools.
format Conference or Workshop Item
author Sanmugam, Mageswaran
Aris, Baharuddin
Mohammed, Hasnah
Mohd. Zaid, Norasykin
Abdullah, Zaleha
author_facet Sanmugam, Mageswaran
Aris, Baharuddin
Mohammed, Hasnah
Mohd. Zaid, Norasykin
Abdullah, Zaleha
author_sort Sanmugam, Mageswaran
title Gamification: potentials and challenges in teaching and learning in science
title_short Gamification: potentials and challenges in teaching and learning in science
title_full Gamification: potentials and challenges in teaching and learning in science
title_fullStr Gamification: potentials and challenges in teaching and learning in science
title_full_unstemmed Gamification: potentials and challenges in teaching and learning in science
title_sort gamification: potentials and challenges in teaching and learning in science
publishDate 2014
url http://eprints.utm.my/id/eprint/61048/1/ZalehaAbdullah2014_GamificationPotentialsandChallengesinTeaching.pdf
http://eprints.utm.my/id/eprint/61048/
_version_ 1643655054780006400
score 13.160551