Accustomed to Computational Thinking Through Gamification of Learning Model.
Gamification involves game-thinking and game mechanics llrocess to eucourage user engagement and influencing thern to solve problems. Camification of education means the use of video game mechanics and dynamrcs as a strategy to inl'use ordinary activities or processes to sllpport 21st centur...
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my-unisza-ir.8592020-10-28T04:00:16Z http://eprints.unisza.edu.my/859/ Accustomed to Computational Thinking Through Gamification of Learning Model. Shariful Hafizi, Md Hanafiah Mohd Zaki, Mohd Amin Kamarul Shukri, Mat Teh Norzehan, A.Karim L Education (General) Gamification involves game-thinking and game mechanics llrocess to eucourage user engagement and influencing thern to solve problems. Camification of education means the use of video game mechanics and dynamrcs as a strategy to inl'use ordinary activities or processes to sllpport 21st centur!'iearning and facilitation process. With lBestariNet (1BN) project, a virtual learning environment (VLE) named Frog was chose to support Malaysian school environment and commut-tit1r. Frog VLE combines conventional education concept rvrth cloud computing technologies. With Frog VLE, leaming and facilitation (pentbelajaran dan pemtdahcaraan, PdPc) can be done ubiquitously tr,venty-four hours daily seven days a week; with computing devices and Intemet connection. Malaysia Ministry of Education (Moli) introdnces a new curricnlum for secondarv school's educalion: Ktrihittm Standard Sekolah MenengcLh (KSSM); on 20'l7. One of the new sr-rbject been introduced ancl rebranding along is lsas Sains Kontptrer; ,4SK (Computer Science Basics) that will be teach to lower secondary students. KSSM ASI( objectives is to prepare students with cornputational thinking knorvledge and skills. Computational thinking is a thinking process which invoives an ability to think, understand, and applying computer-basecl solutions to so1r,e problems effectivel-v. This paper describes a design to apply gamification in ASK, hence promotes motivation, engagement and accustomed students with computational thinking through gamification of leaming ARCS-G n-rodel via Frog VLE. 2017 Conference or Workshop Item NonPeerReviewed text en http://eprints.unisza.edu.my/859/1/FH03-FKI-18-13321.pdf Shariful Hafizi, Md Hanafiah and Mohd Zaki, Mohd Amin and Kamarul Shukri, Mat Teh and Norzehan, A.Karim (2017) Accustomed to Computational Thinking Through Gamification of Learning Model. In: The 2nd International Conference On ICT In Education., 9-10 October 2017, Universiti Pendidikan Sultan Idris. |
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L Education (General) Shariful Hafizi, Md Hanafiah Mohd Zaki, Mohd Amin Kamarul Shukri, Mat Teh Norzehan, A.Karim Accustomed to Computational Thinking Through Gamification of Learning Model. |
description |
Gamification involves game-thinking and game mechanics llrocess to eucourage user
engagement and influencing thern to solve problems. Camification of education
means the use of video game mechanics and dynamrcs as a strategy to inl'use
ordinary activities or processes to sllpport 21st centur!'iearning and facilitation
process. With lBestariNet (1BN) project, a virtual learning environment (VLE)
named Frog was chose to support Malaysian school environment and commut-tit1r.
Frog VLE combines conventional education concept rvrth cloud computing
technologies. With Frog VLE, leaming and facilitation (pentbelajaran dan
pemtdahcaraan, PdPc) can be done ubiquitously tr,venty-four hours daily seven days
a week; with computing devices and Intemet connection. Malaysia Ministry of
Education (Moli) introdnces a new curricnlum for secondarv school's educalion:
Ktrihittm Standard Sekolah MenengcLh (KSSM); on 20'l7. One of the new sr-rbject
been introduced ancl rebranding along is lsas Sains Kontptrer; ,4SK (Computer
Science Basics) that will be teach to lower secondary students. KSSM ASI(
objectives is to prepare students with cornputational thinking knorvledge and skills.
Computational thinking is a thinking process which invoives an ability to think,
understand, and applying computer-basecl solutions to so1r,e problems effectivel-v.
This paper describes a design to apply gamification in ASK, hence promotes
motivation, engagement and accustomed students with computational thinking
through gamification of leaming ARCS-G n-rodel via Frog VLE. |
format |
Conference or Workshop Item |
author |
Shariful Hafizi, Md Hanafiah Mohd Zaki, Mohd Amin Kamarul Shukri, Mat Teh Norzehan, A.Karim |
author_facet |
Shariful Hafizi, Md Hanafiah Mohd Zaki, Mohd Amin Kamarul Shukri, Mat Teh Norzehan, A.Karim |
author_sort |
Shariful Hafizi, Md Hanafiah |
title |
Accustomed to Computational Thinking Through Gamification of Learning Model. |
title_short |
Accustomed to Computational Thinking Through Gamification of Learning Model. |
title_full |
Accustomed to Computational Thinking Through Gamification of Learning Model. |
title_fullStr |
Accustomed to Computational Thinking Through Gamification of Learning Model. |
title_full_unstemmed |
Accustomed to Computational Thinking Through Gamification of Learning Model. |
title_sort |
accustomed to computational thinking through gamification of learning model. |
publishDate |
2017 |
url |
http://eprints.unisza.edu.my/859/1/FH03-FKI-18-13321.pdf http://eprints.unisza.edu.my/859/ |
_version_ |
1683234939830534144 |