EduQuest / Nur Haiza Alyssa Abdul Wahab ... [et al.]

Abdul Wahab, Nur Haiza Alyssa and Shariful Anuar, Noraufa and Mat Rosli, Fatin Sahira and Hasan @ Zulshamsul Haruni, Nurul Ain and Wee, Hassnah (2023) EduQuest / Nur Haiza Alyssa Abdul Wahab ... [et al.]. In: International Teaching Aid Competition 2023. Universiti Teknologi MARA, Kedah, pp. 617-622. ISBN 9789672948513

Abstract

Gamification of education is a growing strategy that uses game design aspects in educational settings to boost learners' motivation and engagement. It encourages the entertaining method of memorization, which has become a well-liked method of communication with students. With the intention of incorporating intriguing topics and plotlines to improve the experience of gamification education. EduQuest focuses specifically on tourism students who are taking Health & Wellness Tourism. The design of the innovation is based on the characteristics of gamification mechanisms, the gamified subjects and gamified learning activities. As a result, EduQuest is developed. EduQuest hopes to enhance the quality of the learning environment by giving students a slightly different gaming experience that will pique their interest in learning by featuring interesting characters just like the traditional video game. EduQuest enables the lecturers to periodically monitor progress in order to better understand what can be done to support individual development based on the results of playing this game. The content presented in the games has been gathered from reputable sources that have been reviewed by a resource person of the course. EduQuest may also be able to help students who are having trouble scoring as the course is the core subject that carries 3.0 credit hours. EduQuest revolutionises education by integrating three key Sustainable Development Goals (SDGs) which are industry, innovation and infrastructure; quality education; and partnerships for the goals. EduQuest merges cutting-edge technology and interactive gameplay to create an engaging and immersive learning experience. EduQuest is utilised to improve formative evaluation by having students’ complete tasks that may provide commercialisation potential by providing essential insights to various educational stakeholders within universities.

Metadata

Item Type: Book Section
Creators:
Creators
Email / ID Num.
Abdul Wahab, Nur Haiza Alyssa
haizaalyssa01@gmail.com
Shariful Anuar, Noraufa
aufaanuar21@gmail.com
Mat Rosli, Fatin Sahira
fatinsahira71@gmail.com
Hasan @ Zulshamsul Haruni, Nurul Ain
ainhasan160501@gmail.com
Wee, Hassnah
hassnah739@uitm.edu.my
Subjects: L Education > LB Theory and practice of education > Learning. Learning strategies
L Education > LB Theory and practice of education > Learning ability
Divisions: Universiti Teknologi MARA, Kedah
Page Range: pp. 617-622
Keywords: Innovation, EduQuest, education, gamification
Date: 2023
URI: https://ir.uitm.edu.my/id/eprint/83921
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