A Study on Gamification for Higher Education Students' Engagement Towards Education 4.0

被引:25
作者
Ab Rahman, Rafidah [1 ]
Ahmad, Sabrina [2 ]
Hashim, Ummi Rabaah [2 ]
机构
[1] Politekn Muadzam Shah, Muadzam Shah 26700, Pahang, Malaysia
[2] Univ Tekn Malaysia Melaka, Fac Informat & Commun Technol, Durian Tunggal 76100, Melaka, Malaysia
来源
INTELLIGENT AND INTERACTIVE COMPUTING | 2019年 / 67卷
关键词
Gamification; Students' engagement; Higher education; USER ACCEPTANCE; TECHNOLOGY; MOTIVATION; CLASSROOM;
D O I
10.1007/978-981-13-6031-2_5
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
An evolution of teaching and learning experience in higher education witnesses many techniques being introduced towards student-centered learning. One of the most popular techniques is game-based learning or known as gamification to enrich students experience in classroom. However, the awareness among educators is lacking and the anxiety whether gamification benefits the learning process is prominent. This paper is written to provide an insight into gamification and its ability to instill students' engagement. The questionnaire set and model to evaluate the students' engagement following gamification during teaching and learning process are also studied and presented. Literature review method is used to investigate the relevant subjects related to the gamification for higher education and ways to evaluate its effectiveness. This study showed that there exist several studies on students' engagement and gamification which are deemed useful to promote students' engagement. Besides, the study discovered that improved Technology Acceptance Model (TAM) is a good measure to investigate its effectiveness.
引用
收藏
页码:491 / 502
页数:12
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