Empowering the online distance learning using Gamification / Anisah Abdul Rahman … [et al.]

Abdul Rahman, Anisah and Shaffie, Siti Salihah and Ibrahim, Ireen Munira and Ismail, Siti Rozanae and Najmuddin, Ahmad Farid (2021) Empowering the online distance learning using Gamification / Anisah Abdul Rahman … [et al.]. In: International Jasin Multimedia and Computer Science Invention and Innovation Exhibition (i-JaMCSIIX 2021). International Jasin Multimedia and Computer Science Invention and Innovation Exhibition, 4 . Faculty of Computer and Mathematical Sciences, Jasin, p. 21.

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
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
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49420

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