3,504 research outputs found

    The Perceptions of College Faculty Toward Gamification: Opportunities and Challenges

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    Gamification is the use of game elements (storytelling, leaderboard, badges, points, and progress bars), mechanics (rules, objectives and challenges), and game designs in non-game contexts (Deterding, 2012; Kapp, 2012; Wiggins, 2016). The use of gamification in learning environments has been on a steady increase since 2010 (Deterding, 2017). This may be due to the limitations of game-based learning, and the need for specialized instructors (Simoes, Redondo, & Vilas, 2013). However, researchers such as Boer (2014) believe the effects of gamification on students’ engagement and motivation appear lower than expected. This is because studies such as Dichev and Dicheva (2017) indicated that its effect on motivation was lower than anticipated and argued that the design of a successful gamified learning experience that could motivate learning and change behaviors remained a guessing practice. This study used the collective case study method for data analysis and the syntheses of studies from gamification researchers to investigate and understand faculty members’ perceptions of the opportunities and challenges inherent in the use of gamification in adult students’ learning. The study then developed a robust framework for scientifically designing successful gamification learning experiences using Keller’s (1979, 1987) attention, relevance, confidence and satisfaction (ARCS) model of motivation, and Freire’s (2013) critical thinking concept as guiding lenses. Among other findings, the study found that a well-designed gamified learning experience engenders the following opportunities: (a) reduces the barriers to learning through the use of meaningful storytelling, which enables the opportunity to inject humor and experiential learning; (b) stimulates intrinsic motivation through the use of the game element of teamwork or group work, which induces good student-to-student and students-to-faculty relationships; and (c) creates the feelings of autonomy in students with the use of the game design principle of repetition

    The Use of 'VocScape' in Vocabulary Acquisition Among Year 2 Pupils in Sarawak

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    Learning English through games is one of the most preferred strategies in the 21st Century classroom. However, limited digital portability, connectivity, and flexibility throughout Sarawak posed a milestone for teachers to utilize educational games in their classrooms. This research focuses on how the educational game VocScape can be used to facilitate vocabulary acquisition and retention among pupils in Sarawak primary ESL classroom. The action research is therefore conducted in 4 different schools with 100 participants of Year 2 pupils. To seek the capacity VocScape holds in vocabulary acquisition and retention among Year 2 pupils, pre and post-tests are used in this study. Observation checklist and questionnaire are used to determine participants’ perceptions of the educational game. Most students show significant interest and motivation in using the application while others become demotivated due to unfamiliarity and time-constraints of the challenges in the game. Hence, the findings suggest that VocScape is effective to be used in Sarawak primary ESL classroom. It can function as both learning and assessment tools. Therefore, the new application paves an exciting possibility for Sarawak educational settings

    Digitized Local Folklores in EFL Reading Classroom

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    This study aimed at reporting the implementation of the use of digitized local folklores to empower reading comprehension skills of junior high school students. This classroom action study was applied to a number of grade VII junior high school students. It engaged two stories about Palembang City - the Origin of Musi River and the History of Ikan Belido (Chitala Lopis). Both stories were “packaged” digitally by the use of video, and extended with guided ICT based post-reading activities. Video as one medium of the learning activities could confidently intensify students’ interest in learning due to the fact that most students tend to be more visualized. The result revealed that the use of this digitized media positively enhanced the students on the extent of the pleasure, imaginative visual learning aids, and the involvement and touched upon cultural aspects of the students

    Gamified Activities As A Pedagogical Tool To Improve English Listening Skills In Third Grade Students Of The Obando E.I. Municipality Of San Agustin.

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    Survey, Standardized test and Informed consent.El propósito de este trabajo de investigación es utilizar las actividades gamificadas como herramienta pedagógica y analizar sus efectos en el aprendizaje de la capacidad de escuchar en inglés en estudiantes de tercer grado de la Institución Educativa Obando del Municipio de San Agustín. Las actividades gamificadas están diseñadas para ser desarrolladas en clases en el área de inglés, favoreciendo el trabajo cooperativo, destacando el uso de la tecnología como herramienta en el aprendizaje de esta habilidad comunicativa. Se enfoca en la investigación-acción ya que propone cambiar y mejorar las prácticas pedagógicas existentes en la Institución Educativa; Desde el punto de vista metodológico, la encuesta se utiliza como instrumento de recolección de información. Las actividades gamificadas propuestas se pueden utilizar en cualquier aula de tercer grado.El propósito de este trabajo de investigación es utilizar las actividades gamificadas como herramienta pedagógica y analizar sus efectos en el aprendizaje de la capacidad de escuchar en inglés en estudiantes de tercer grado de la Institución Educativa Obando del Municipio de San Agustín. Las actividades gamificadas están diseñadas para ser desarrolladas en clases en el área de inglés, favoreciendo el trabajo cooperativo, destacando el uso de la tecnología como herramienta en el aprendizaje de esta habilidad comunicativa. Se enfoca en la investigación-acción ya que propone cambiar y mejorar las prácticas pedagógicas existentes en la Institución Educativa; Desde el punto de vista metodológico, la encuesta se utiliza como instrumento de recolección de información. Las actividades gamificadas propuestas se pueden utilizar en cualquier aula de tercer grado.The purpose of this research work is to use the gamified activities as a pedagogical tool and analyze its effects in the learning of listening skill in English in third grade students of the Obando Educational Institution, Municipality of San Agustin. The gamified activities are designed to be developed in classes in the English area, favoring cooperative work, highlighting the use of technology as a tool that facilitates the development of gamified activities that foster this communicative skill. It focuses on action research as it proposes changing and improving the existing pedagogical practices in the Educational Institution; From the methodological point of view, the survey is used as an instrument for collecting information. The proposed gamified activities can be used in any third-grade classroom

    The Sugar\u27d Game before Thee : Gamification Revisited

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    Gamification, the application of game elements to nongame contexts, was recently a subject of great interest in the library literature, inspiring a number of articles. That interest tapered off in tandem with gamification’s wider decline, but signs point to its reemergence. Anticipating renewed interest in gamification, the authors reviewed the literature to determine what has—and has not—been examined by librarianship’s proponents of gamification. They found serious concerns regarding gamification’s practical and ethical limitations. Moreover, the authors believe that the purported benefits of gamification are more readily found in its progenitor—games

    Gamified-Assessment For Learning Indonesian as A Foreign Language: Heuristic Evaluation Approach

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    While the current assessment mostly repletes with paper-based or switching to online-based to see the assessment efficiency, gamified-assessment is underexplored yet. Even though the widespread of gamification phenomenon has been observed in the particular foreign language, the scarcity of game-based for assessment in learning Indonesian as foreign language forces this study to heuristically evaluate ‘travelling-like’ game. It aims to assess non-native students in higher education for learning Indonesian as a foreign language (BIPA). To this end, the study was supported by six Indonesian teachers who are currently teaching the Indonesian language in various countries or regions. The outcome of the study is thirteen heuristics which contains a set of checklist items related to an educational game framework called HEDEERS. Both the heuristics and the discussions can identify essential aspects of assessment design in both educational and game perspectives that will impact users experiences for learning the Indonesian language in a better approac

    Deciduous: Using Gamified Skill Trees and Mapping to Define Learning Opportunities for Students

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    Students can have difficulty visualizing the end goals of units of study and how one learned concept impacts another. They will benefit from seeing their progress toward completion and are motivated by how far they have come in their class. Progress in a course can be measured with the implementation of gamification tools. Gamification involves the integration of game frameworks into non-gaming areas. This research seeks to find how these and other gamification systems help increase student motivation or classroom performance. Elements of gaming are already found in some areas of education. Some schools have access to various tools to engage students, from quizzes on SmartBoards to students using their phones to participate in classroom polls and interactive assessments. I will use the research to develop a visual solution to benefit classroom stakeholders. Using a tool to gamify course lessons into a visual skill tree will allow teachers to identify broad concepts, bring clarity to connections between steps, and support student agency and choice as they unlock assignments

    The effect of gamification on students’ motivation in learning English

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    Motivation plays important role that drives learning. The application of games for educational purposes can boost students’ motivation. Nowadays, the game utilizes technology which enables students to experience enjoyment in a more accessible way. However, some games are not suitable for students. Hence, gamification, i.e., the implementation of game elements in a non-game context, serves as a solution to motivate students. This study aims to investigate the effect of gamification on students’ motivation in learning English. A game-based student response (GBSR) is an example of gamification. The case study method comprised an intrinsic and extrinsic motivation scale and a semi-structured interview to investigate the effect of gamification on students’ motivation in learning English. The study involved 13 eleventh grade students consisting of 10 females and 3 males students. The result indicated that the students experienced competence, autonomy, and relatedness in GBSR which led to stronger intrinsic learning motivation. Besides, the features in the GBSR triggered students’ interest to play the game. The extrinsic motivation stimulated through the reward structure and endorsement of goals. Moreover, the classroom atmosphere became more enjoyable for students. These results serve an alternative way for teachers to teach English at the secondary level

    A pedagogical model for science education through blended learning

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    Comunicação publicada nas atas da conferência EADTU 2015This paper proposes a framework to support science education through blended learning, based on a participatory and interactive approach supported by ICT-based tools, called Science Learning Activities Model (SLAM). The study constitutes a work in progress and started as a response to complex societal developments such as a changing labour market, high turnover rate of knowledge, and use of technology as a natural part of daily life activities. Another concern was the emergence of new challenges in education, like learning in various authentic contexts and in collaboration with others, in ways that influence the circumstances learners live in. Many of these challenges are related to science and it would be expected that students were interested in science, however the contrary is the case. So, after reviewing the relevant literature and the current trend towards a learner-centred approach, we contend that there is a need to provide a model with which teachers can design science courses with high motivational impact on students. By using today’s flexible, interactive and immersive technologies (mobile, AR, VR) combined with the appropriate pedagogies, we believe it is possible to have students more motivated in science areas (STEM), and expect a more creative response to the world problems that surround them
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