Learning science through gamification for secondary school students

Abdul Rahim, Nur Adam and Mohamed Nor, Nurtihah (2023) Learning science through gamification for secondary school students. In: Research Exhibition in Mathematics and Computer Sciences (REMACS 6.0). Faculty of Computer and Mathematical Sciences, UiTM Cawangan Perlis, pp. 137-138. ISBN 978-629-97440-5-4

Abstract

The goal of this final year project is to determine whether gamification can be used to effectively teach secondary school students about force and pressure in science. The goal is to increase students' interest in and enthusiasm for learning science while also enhancing their comprehension and memory of the subject. The methodology used in this project is the Waterfall model, including the planning, analysis, design, implementation, testing and documentation phases. A secondary school has created and implemented a gamified learning environment where pupils are urged to actively engage in interactive and game-like activities. The cloud database used to store the data produced by these activities is Firebase. In order to obtain points, badges, and a position on a rank, participants in the activities must watch films and complete exercises. The instructor can keep an eye on the student's development and performance.

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Item Type: Book Section
Creators:
Creators
Email / ID Num.
Abdul Rahim, Nur Adam
UNSPECIFIED
Mohamed Nor, Nurtihah
UNSPECIFIED
Subjects: L Education > LB Theory and practice of education > Learning. Learning strategies
Divisions: Universiti Teknologi MARA, Perlis > Arau Campus > Faculty of Computer and Mathematical Sciences
Page Range: pp. 137-138
Keywords: Firebase, science, gamification.
Date: 2023
URI: https://ir.uitm.edu.my/id/eprint/138817
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