A jigsaw approach to engaging STEM education for learning and teaching programming / Farizuwana Akma Zulkifle

1. Innovation Question: Considering students ' diverse personality traits and gamer types, how can we leverage gamification to enhance engagement, motivation, and learning outcomes in teaching and learning programming within STEM education? 2. Insights Gamification in education has shown pot...

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Main Author: Zulkifle, Farizuwana Akma
Format: Monograph
Language:English
Published: Universiti Teknologi MARA, Negeri Sembilan 2024
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Online Access:https://ir.uitm.edu.my/id/eprint/105627/1/105627.pdf
https://ir.uitm.edu.my/id/eprint/105627/
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Institution: Universiti Teknologi Mara
Language: English
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spelling my.uitm.ir.1056272024-11-30T23:18:35Z https://ir.uitm.edu.my/id/eprint/105627/ A jigsaw approach to engaging STEM education for learning and teaching programming / Farizuwana Akma Zulkifle Zulkifle, Farizuwana Akma L Education (General) 1. Innovation Question: Considering students ' diverse personality traits and gamer types, how can we leverage gamification to enhance engagement, motivation, and learning outcomes in teaching and learning programming within STEM education? 2. Insights Gamification in education has shown potential to increase motivation, engagement, and learning outcomes. Effects of gamification vary based on students' personality traits and gamer types. Limited research on how different gamification elements impact engagement in programming education. 3. Opportunity Develop a gamified approach to teaching and learning programming within STEM education that caters to individual student preferences and enhances learning outcomes: Explore a variety of game design elements suitable for teaching programming concepts effectively. Tailor the gamified approach to accommodate different learning styles and preferences. Integrate hands-on coding projects and challenges to reinforce programming skills. 4. a. Prototype Create a prototype of the gamified programming education platform. Design sample programming activities with gamification elements. Develop a user feedback system to gather insights on engagement and learning effectiveness. b. Experiments Test the prototype with a group of students learning programming within STEM education. Collect feedback on the gamification elements, user experience, and learning outcomes Conduct assessments to measure the impact of gamification on student engagement and programming proficiency. 5. By incorporating tailored game design elements, personalised learning experiences, and hands-oncoding projects, we aim to enhance student engagement, motivation, and learning outcomes. Our approach considers individual student preferences, personality traits, and gamer types tocreate a dynamic and effective learning environment that fosters programming skills and creativity. With a strong emphasis on research-based design and user feedback, Gamification: A Jigsaw Approach to Engaging STEM Education for Learning and Teaching Programming is poised to transform programming education and empower students to succeed in STEM fields. Universiti Teknologi MARA, Negeri Sembilan 2024-10 Monograph NonPeerReviewed text en https://ir.uitm.edu.my/id/eprint/105627/1/105627.pdf A jigsaw approach to engaging STEM education for learning and teaching programming / Farizuwana Akma Zulkifle. (2024) Bulletin. Universiti Teknologi MARA, Negeri Sembilan.
institution Universiti Teknologi Mara
building Tun Abdul Razak Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Mara
content_source UiTM Institutional Repository
url_provider http://ir.uitm.edu.my/
language English
topic L Education (General)
spellingShingle L Education (General)
Zulkifle, Farizuwana Akma
A jigsaw approach to engaging STEM education for learning and teaching programming / Farizuwana Akma Zulkifle
description 1. Innovation Question: Considering students ' diverse personality traits and gamer types, how can we leverage gamification to enhance engagement, motivation, and learning outcomes in teaching and learning programming within STEM education? 2. Insights Gamification in education has shown potential to increase motivation, engagement, and learning outcomes. Effects of gamification vary based on students' personality traits and gamer types. Limited research on how different gamification elements impact engagement in programming education. 3. Opportunity Develop a gamified approach to teaching and learning programming within STEM education that caters to individual student preferences and enhances learning outcomes: Explore a variety of game design elements suitable for teaching programming concepts effectively. Tailor the gamified approach to accommodate different learning styles and preferences. Integrate hands-on coding projects and challenges to reinforce programming skills. 4. a. Prototype Create a prototype of the gamified programming education platform. Design sample programming activities with gamification elements. Develop a user feedback system to gather insights on engagement and learning effectiveness. b. Experiments Test the prototype with a group of students learning programming within STEM education. Collect feedback on the gamification elements, user experience, and learning outcomes Conduct assessments to measure the impact of gamification on student engagement and programming proficiency. 5. By incorporating tailored game design elements, personalised learning experiences, and hands-oncoding projects, we aim to enhance student engagement, motivation, and learning outcomes. Our approach considers individual student preferences, personality traits, and gamer types tocreate a dynamic and effective learning environment that fosters programming skills and creativity. With a strong emphasis on research-based design and user feedback, Gamification: A Jigsaw Approach to Engaging STEM Education for Learning and Teaching Programming is poised to transform programming education and empower students to succeed in STEM fields.
format Monograph
author Zulkifle, Farizuwana Akma
author_facet Zulkifle, Farizuwana Akma
author_sort Zulkifle, Farizuwana Akma
title A jigsaw approach to engaging STEM education for learning and teaching programming / Farizuwana Akma Zulkifle
title_short A jigsaw approach to engaging STEM education for learning and teaching programming / Farizuwana Akma Zulkifle
title_full A jigsaw approach to engaging STEM education for learning and teaching programming / Farizuwana Akma Zulkifle
title_fullStr A jigsaw approach to engaging STEM education for learning and teaching programming / Farizuwana Akma Zulkifle
title_full_unstemmed A jigsaw approach to engaging STEM education for learning and teaching programming / Farizuwana Akma Zulkifle
title_sort jigsaw approach to engaging stem education for learning and teaching programming / farizuwana akma zulkifle
publisher Universiti Teknologi MARA, Negeri Sembilan
publishDate 2024
url https://ir.uitm.edu.my/id/eprint/105627/1/105627.pdf
https://ir.uitm.edu.my/id/eprint/105627/
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