RMIT University
Browse

Innovations in Education using Gamification: A case on Vietnamese Tertiary Institutions

conference contribution
posted on 2024-10-31, 20:54 authored by Avinash 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.

History

Related Materials

  1. 1.
    ISBN - Is published in 1601324359 (urn:isbn:1601324359)
  2. 2.

Start page

15

End page

20

Total pages

6

Outlet

Proceedings of the 12th International Conference on Frontiers in Education: Computer Science and Computer Engineering (FECS 2016) WorldComp'16

Name of conference

FECS 2016: WorldComp'16 - International Conference on Frontiers in Education: Computer Science and Computer Engineering

Publisher

CSREA Press

Place published

Las Vegas, United States

Start date

2016-07-25

End date

2016-07-28

Language

English

Copyright

© 2016 CSREA Press

Former Identifier

2006071333

Esploro creation date

2020-06-22

Fedora creation date

2017-03-29