A Qualitative Study on Malaysian Academics' Perceptions and Suggestions on Gamifiied Learning

被引:0
作者
Eltahir, Mohd Elmagzoub [1 ]
Annamalai, Nagaletchimee [2 ]
Uthayakumaran, Arulselvi [3 ]
Zyoud, Samer H. [1 ,3 ,4 ]
Zakarneh, Bilal [5 ]
Al Salhi, Najah Rajeh [1 ,4 ,6 ]
机构
[1] Ajman Univ, Coll Humanities & Sci, Ajman, U Arab Emirates
[2] Univ Sains Malaysia, Sch Distance Educ, Gelugor, Malaysia
[3] Univ Malaysia Pahang, Ctr Modern Languages, Pahang, Malaysia
[4] Ajman Univ, Coll Humanities & Sci, Ajman, U Arab Emirates
[5] Ajman Univ, Dept Foreign Languages, Ajman, U Arab Emirates
[6] Ajman Univ, Humanities & Social Sci Res Ctr HSSRC, Ajman, U Arab Emirates
来源
QUALITATIVE REPORT | 2023年 / 28卷 / 07期
关键词
gamification; game-based learning; higher education; perception; qualitative method; GAMIFICATION; GAME; MOTIVATION;
D O I
10.46743/2160-3715/2023.6102
中图分类号
C [社会科学总论];
学科分类号
03 ; 0303 ;
摘要
This study explores lecturers' perceptions and suggestions on integrating gamified lessons in Malaysian higher institutions. The COVID-19 pandemic has drastically changed the norm of traditional classroom teaching by accelerating digital integration amongst educators and necessitating the need to address classroom gamification. To further understand educators' perceptions, we conducted in-depth interviews with 25 lecturers. We thematically analyzed the interviews by following the steps undertaken by Braun and Clarke (2006) to identify the emerging themes. The findings determine that educators found gamification suitable in teaching and learning activities during the set induction, reinforcement and assessment of specific skills. Several misconceptions also evident in this study. We conclude that although educators are familiar with gamification, they have not fully utilized the strength of gamification.
引用
收藏
页码:2011 / 2028
页数:20
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