Abstract
Online distance learning began to be fully practiced when the Covid-19 pandemic hits the rest of the world. The education sector, including higher education was also affected by this unfortunate event. However, to ensure teaching can be delivered to the students as effective as possible, changes are required to be done. There are numerous modern teaching methods and techniques are used to fit the needs of teaching and learning. Gamification is one of the popular approaches that can be used to improve teachings, and with the aid of several available tools, it can promote engaging learning experience to the students. This study utilises 3 gamification tools that are used in one of mathematical course, namely Quizziz, Oodlu and Socrative. The exposure of gamification to the students is vital to develop sense of responsibility towards learning and facilitate the learning process in an engaging digital environment.
Metadata
Item Type: | Book Section |
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Creators: | Creators Email / ID Num. Abdul Rahman, Anisah anisah372@uitm.edu.my Shaffie, Siti Salihah UNSPECIFIED Ibrahim, Ireen Munira UNSPECIFIED Ismail, Siti Rozanae UNSPECIFIED Najmuddin, Ahmad Farid UNSPECIFIED |
Subjects: | L Education > LB Theory and practice of education > Blended learning. Computer assisted instruction. Programmed instruction L Education > LB Theory and practice of education > Learning. Learning strategies |
Divisions: | Universiti Teknologi MARA, Melaka > Jasin Campus > Faculty of Computer and Mathematical Sciences |
Series Name: | International Jasin Multimedia and Computer Science Invention and Innovation Exhibition |
Volume: | 4 |
Page Range: | p. 21 |
Keywords: | Gamification; Business mathematics; Game based learning |
Date: | 2021 |
URI: | https://ir.uitm.edu.my/id/eprint/49420 |