Abstract
Implementation of the engineering programme has been primarily based on traditional approach to teaching and learning for decades. Nonetheless, immersive classroom learning that actively and cooperatively includes students’ participation has been reported to enable them to improve their creativity, problem solving and critical thinking skills, which are required in the top ten skills today. The introduction of gamification of learning is an innovative approach in improving students' opportunities to learn and develop skills through a positive, engaging learning environment. The gamification strategy further seeks to bring about changes in the involvement and success of students in the Food Preservation Technology course. Perceptions and feedback from the students were obtained through questionnaires and reflective assessment. Most students prefer classroom approach with a gamification environment. Gamification creates flexibility and makes the course more enjoyable for both students and instructors.
Metadata
Item Type: | Conference or Workshop Item (Paper) |
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Creators: | Creators Email / ID Num. Md Zaki, Nurul Asyikin UNSPECIFIED Hashib, Syafiza Abd UNSPECIFIED Ibrahim, Ummi Kalthum UNSPECIFIED |
Contributors: | Contribution Name Email / ID Num. Thesis advisor Taib, Siti Aishah 315711 |
Subjects: | L Education > LB Theory and practice of education > Education and training of teachers and administrators L Education > LB Theory and practice of education > Higher Education > Methods of study |
Divisions: | Universiti Teknologi MARA, Johor > Pasir Gudang Campus |
Event Title: | Virtual Symposium on Teaching and Learning (VSTL) 2020 |
Page Range: | pp. 60-64 |
Keywords: | Gamification, Students, Teachers, UiTM Pasir Gudang |
Date: | October 2020 |
URI: | https://ir.uitm.edu.my/id/eprint/39133 |