Abstract
Educators are facing challenges when teaching through face to face cannot be implemented due to the unforeseen circumstances of the current pandemic outbreak. In order to ensure learning delivery is achieved, they have to shift to online distance learning method to teach the students. This raises concerns in regards to students’ performance and engagement, hence gamification is introduced in Study Skills to allow them to engage with the learning materials in a new and dynamic way and essentially improve their performance. Gamification can be considered as one of the technologies used to support the traditional ways of teaching and learning. This study aims to apply the gamification techniques in Study Skills course. Kahoot, Quizizz and QuizWhizzer are the tools used in creating the gamified learning activities. A questionnaire was conducted to gather responses from the students after the completion of the course.
Metadata
Item Type: | Book Section |
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Creators: | Creators Email / ID Num. Abdullah, Ini Imaina imaina044@uitm.edu.my Jamal, Nur Faezah UNSPECIFIED Abdul Rahman, Anisah UNSPECIFIED Abdul Razak, Samsiah UNSPECIFIED Talkis, Azizah UNSPECIFIED |
Contributors: | Contribution Name Email / ID Num. Patron Md Badarudin, Ismadi UNSPECIFIED Advisor Tahar @ Yusoff, Nor Fadilah UNSPECIFIED Advisor Jono, Mohd Nor Hajar Hasrol UNSPECIFIED Advisor Abdul Rahid @ Abdul Rashid, Nurul Najwa UNSPECIFIED Advisor Sharip, Anis Afiqah 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 > Study skills L Education > LB Theory and practice of education > Learning. Learning strategies |
Divisions: | Universiti Teknologi MARA, Melaka > Jasin Campus > Faculty of Computer and Mathematical Sciences |
Event Title: | International Jasin Multimedia & Computer Science Invention and Innovation Exhibition (i-JaMCSIIX 2021) |
Event Dates: | 15 February 2021 - 31 March 2021 |
Page Range: | pp. 27-30 |
Keywords: | Study skills; Gamification; Online distance learning |
Date: | 2021 |
URI: | https://ir.uitm.edu.my/id/eprint/50618 |