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...

Full description

Saved in:
Bibliographic Details
Main Authors: Shariful Hafizi, Md Hanafiah, Mohd Zaki, Mohd Amin, Kamarul Shukri, Mat Teh, Norzehan, A.Karim
Format: Conference or Workshop Item
Language:English
Published: 2017
Subjects:
Online Access:http://eprints.unisza.edu.my/859/1/FH03-FKI-18-13321.pdf
http://eprints.unisza.edu.my/859/
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Universiti Sultan Zainal Abidin
Language: English
id my-unisza-ir.859
record_format eprints
spelling 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.
institution Universiti Sultan Zainal Abidin
building UNISZA Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Sultan Zainal Abidin
content_source UNISZA Institutional Repository
url_provider https://eprints.unisza.edu.my/
language English
topic L Education (General)
spellingShingle 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