ARE YOU READY, STUDENT? ASSESSING UNDERGRADUATE READINESS ON GAMIFIED CLASSROOM

被引:0
|
作者
Bin Zainol, Zaifudin [1 ]
机构
[1] Univ Tenaga Nas, Sultan Haji Ahmad Shah Campus, Muadzam Shah, Pahang, Malaysia
关键词
Gamification; higher learning education; gamified classroom; engagement learning theory;
D O I
10.15405/epsbs.2020.12.05.20
中图分类号
F [经济];
学科分类号
02 ;
摘要
The demand for games is increasing among the young generation due to the usage and popularity on smart phones and technologies. They feel that gaming can lead to more engaging experience. Gamified classroom is using game mechanics by the undergraduates in completing task given by the educators. It can be done individually or by teamwork. Variety of the game mechanics that can be used in gamified classroom is level, challenges, trophies and competition. Gamified classroom can be implemented as a one of the medium by the educators to achieve high quality education. It is aligned with the engagement learning theory that suggest student become more engaged when they are performing worthwhile task and interact with each other. The objective of this study is to determine the undergraduate readiness on gamified classroom by determining it through sample of 50 student from Universiti Tenaga Nasional. Accounting and finance were chosen as an empirical study because these two programme contains both calculation and theory subjects. This study found that majority of the undergraduate think that gamified classroom can increase their engagement and they are ready to experience gamified classroom in their education programme. This study may be useful to the educator and higher learning institution in determining the student readiness on gamified classroom. (C) 2020 Published by European Publisher.
引用
收藏
页码:192 / 200
页数:9
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