3 research outputs found
Microtopia land game board with AR
Gamification or game-based learning is for capturing learner’s imagination and creativities. The Microtopia Land Game Board brings learners to a journey to explore and learn about microbes in a very fun, interesting and imaginative way. A game board that provides learners the learning adventure they will never forget because learning is supposed to be fun
The adventures of leptospires
Many research has been done to study the impact of gamification in education. Most studies have shown tremendous impact in terms of motivation and engagement of students learning by playing games. In view of the rising number of leptospirosis cases and deaths in Malaysia recently, we are creating an awareness program among students through gamification. This is a strategy to educate students on leptospirosis. The gamified experience in this campaign is an alternative to conventional lectures, which can educate this new generation learners more effectively, using technology with their own devices
Leptorinth
Young learners have impressionable minds and are curious by nature, which allows the cultivation of a younger generation of future learners who are exposed to endless possibilities. Learning with games encourages an increase in student engagement and the information transfer becomes easier. Leptorinth integrates AR into its gameplay which allows the players to learn of the devastating effects of leptospirosis. During the process of playing the game, they become independent, thus encouraging their kinaesthetic learning with the aid of augmented reality (AR). Public awareness of such diseases where a game is involved, interests and encourages the community to learn with delight