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Gamification has blown up its popularity, hence the gamified solutions need to be designed carefully so that it can be successfully sustain longer and help to achieve the learning outcomes in education field. History learning need to adopt gamification elements to spark the attention from the educators and learners since history subject is a compulsory subject in secondary education level in Malaysia...
The adoption of games to learn introductory programming concepts has been widely used and there were many evidences of the benefits of learning to code in different levels of education even at primary level. Recent studies acknowledged that the use of games to explore coding environment can be motivating, increases female students' perception in computing programming skill and enhances support for...
Gamification have been used in various fields to attract and engage users by using game design elements or characteristics in non-game context. It has been introduced in education field, especially higher education level in past two to three years ago. There is limited evidence, however, about the effectiveness of gamification in classroom teaching and learning process. Thus, an exploratory study...
Recent trend of e-learning system are moving towards gamification, 3D graphics and Virtual Reality (VR), we need to reflect, adapt and utilize new technology in our e-learning system to enhance it so that students can study effectively and efficient. The aim of this research is to gather information concerning Taylor's Integrated Moodle e-Learning System (TIMeS) for supporting collaborative learning...
Digital Game-Based Learning (DGBL) is becoming increasingly prevalent. Its participant-players are in millions and its revenues are in billions of dollars. There is a gap in how effectiveness DGBL software is to encourage students in learning and increase their motivation in learning process. This paper aims to discuss children and teenagers' education with DGBL software and the motivation design...
Game-based learning (GBL) involves the usage of games to overcome a specific task, to help study subjects, and to visualize certain concepts that are believed to hold the potential to render learning of academic subjects to be more learner-centred, easier, more enjoyable, more interesting, and, thus, more effective. At present the value of GBL in education is undeniable and the potential benefits...
This study aims to enhance learning outcome with serious game. Game-Based Learning (GBL) framework was implemented in a blended learning environment on a specific topic namely Java programming at the foundation level. Quantitative and qualitative approaches were used as research methodologies, which included a learning satisfaction survey, interviews, and classroom observations. The research findings...
Teaching and learning processes of certain subjects are mainly teacher-centred. This approach leads to decrease attention and interest among students due to having no interaction. Game is a relatively new tool to serve educational purposes. However, there is little research dedicated to massively multiplayer online role-playing games (MMORPGs) developed for educational purposes. This research provides...
This paper introduces a mobile application (app) game for teaching hearing handicapped children. Hearing handicapped children are acknowledged to have problems for teaching and learning. Addressing the problems of teaching hearing handicapped children needs to take the advantages from the recent advanced mobile technology, such as mobile app game. Strategies will vary from the traditional method and...
Digital games, an interactive technology can foster learning process effectively and interestingly especially among young learners. Digital game based learning (DGBL) approach utilizes the game as a medium for conveying learning contents. The area of educational technology is still lacking of research on how to design game environment that foster knowledge construction and deepen understanding and...
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