5 samples in this category
1. Introduction Games have become popular and prominent in everyday life. The reason for this is because games contain elements and mechanics that create engagement, collaboration, best learning experience and this hence motivates people to continue to play games more (Al-Azawi, Al-Faliti and Al-Blushi, 2019). (stats for playing games). Being praised for providing the best learning experience, it is now becoming popular in education. Educational games have the sole purpose of teaching students about content and skills. They have been...
1. Gamification: Gamification has been around for many years. Around early 1900s companies offered free gifts with multiple purchases. But gamification gained the name near the start of 2000, around 2010. It’s been a growing part of modern business. In 2013 gamification was described as the “hottest business buzzword” (McCormick, 2013). “It’s not just a buzzword; the gamification market is forecast to be worth $5.5 billion annually by 2018, according to Markets and Markets”. Gamification is used in diverse contexts...
Abstract Talent crisis is one of the major challenges being faced by many countries today. India, though considered as youngest nation of the globe, is grappling with unique paradox. Huge global employment opportunities and unemployment/underemployment is co-existing today in India. Across all industry verticals skill gaps are becoming very evident. All of a sudden Skills development has become one of the priority areas of government today. Today, Vocational Educational & Training (VET) is getting its due recognition on par with...
Abstract This research was conducted to examine the undergraduate students’ perception of the implementation of gamification in E-Learning. The subject of this research are 36 students of Fifth semester in English Language Education, Ganesha University of Education. The questionnaire is the instrument of this research. The researcher analyzed 36 filled questionnaires, which had been shared via Google Forms link, by 5th semester of undergraduate students in English Language Education, Ganesha University of Education, concerning the implementation of gamification in E-...
Abstract The resolution of this proposed research is to increase understanding on how gamification from Pearson System of Courses in a high school mathematics classroom affects the classroom setting The research aims to get a closer look at how student motivation, engagement, and higher order thinking skills are affected by the use of gamification in the classroom. The research also aims to find if there are any barriers of using gamification in the high school classroom. A brief definition of...