posted on 2024-10-31, 20:54authored byAvinash Shankaranarayanan, Christine Amaldas
Recently, the concept of Gamification has been widely applied to teaching environments. Motivation in students is a common variable utilized for measuring student performance and feedback within and outside of a classroom environment. In this paper, the challenge is to look at alternate teaching and learning methodologies in improving the motivational levels of students coming from non-IT background towards learning ICT technologies. The research focuses on two sets of student populations: test and control group deployed using a pre and post-gamification phase introduced at a Vietnamese Institution. A participatory model of Action Research (AR) was applied as the conceptual framework observing pre and post-motivational levels of students in understanding the existing motivation of students in a selected classroom using feedback instruments where the use of game components were non-existent. An online survey was also conducted obtaining regular feedback from students in both phases at the time of content delivery.
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ISBN - Is published in 1601324359 (urn:isbn:1601324359)