Empowering the online distance learning using Gamification / Anisah Abdul Rahman … [et al.]

Online distance learning began to be fully practiced when the Covid-19 pandemic hits the rest of the world. The education sector, including higher education was also affected by this unfortunate event. However, to ensure teaching can be delivered to the students as effective as possible, changes are...

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Main Authors: Abdul Rahman, Anisah, Shaffie, Siti Salihah, Ibrahim, Ireen Munira, Ismail, Siti Rozanae, Najmuddin, Ahmad Farid
Format: Book Section
Language:English
Published: Faculty of Computer and Mathematical Sciences 2021
Subjects:
Online Access:https://ir.uitm.edu.my/id/eprint/49420/1/49420.pdf
https://ir.uitm.edu.my/id/eprint/49420/
https://jamcsiix.wixsite.com/2021
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Institution: Universiti Teknologi Mara
Language: English
id my.uitm.ir.49420
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spelling my.uitm.ir.494202021-09-10T02:11:00Z https://ir.uitm.edu.my/id/eprint/49420/ Empowering the online distance learning using Gamification / Anisah Abdul Rahman … [et al.] Abdul Rahman, Anisah Shaffie, Siti Salihah Ibrahim, Ireen Munira Ismail, Siti Rozanae Najmuddin, Ahmad Farid Blended learning. Computer assisted instruction. Programmed instruction Learning. Learning strategies Online distance learning began to be fully practiced when the Covid-19 pandemic hits the rest of the world. The education sector, including higher education was also affected by this unfortunate event. However, to ensure teaching can be delivered to the students as effective as possible, changes are required to be done. There are numerous modern teaching methods and techniques are used to fit the needs of teaching and learning. Gamification is one of the popular approaches that can be used to improve teachings, and with the aid of several available tools, it can promote engaging learning experience to the students. This study utilises 3 gamification tools that are used in one of mathematical course, namely Quizziz, Oodlu and Socrative. The exposure of gamification to the students is vital to develop sense of responsibility towards learning and facilitate the learning process in an engaging digital environment. Faculty of Computer and Mathematical Sciences 2021 Book Section PeerReviewed text en https://ir.uitm.edu.my/id/eprint/49420/1/49420.pdf ID49420 Abdul Rahman, Anisah and Shaffie, Siti Salihah and Ibrahim, Ireen Munira and Ismail, Siti Rozanae and Najmuddin, Ahmad Farid (2021) Empowering the online distance learning using Gamification / Anisah Abdul Rahman … [et al.]. In: International Jasin Multimedia and Computer Science Invention and Innovation Exhibition (i-JaMCSIIX 2021). International Jasin Multimedia and Computer Science Invention and Innovation Exhibition, 4 . Faculty of Computer and Mathematical Sciences, Jasin, p. 21. https://jamcsiix.wixsite.com/2021
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 Blended learning. Computer assisted instruction. Programmed instruction
Learning. Learning strategies
spellingShingle Blended learning. Computer assisted instruction. Programmed instruction
Learning. Learning strategies
Abdul Rahman, Anisah
Shaffie, Siti Salihah
Ibrahim, Ireen Munira
Ismail, Siti Rozanae
Najmuddin, Ahmad Farid
Empowering the online distance learning using Gamification / Anisah Abdul Rahman … [et al.]
description Online distance learning began to be fully practiced when the Covid-19 pandemic hits the rest of the world. The education sector, including higher education was also affected by this unfortunate event. However, to ensure teaching can be delivered to the students as effective as possible, changes are required to be done. There are numerous modern teaching methods and techniques are used to fit the needs of teaching and learning. Gamification is one of the popular approaches that can be used to improve teachings, and with the aid of several available tools, it can promote engaging learning experience to the students. This study utilises 3 gamification tools that are used in one of mathematical course, namely Quizziz, Oodlu and Socrative. The exposure of gamification to the students is vital to develop sense of responsibility towards learning and facilitate the learning process in an engaging digital environment.
format Book Section
author Abdul Rahman, Anisah
Shaffie, Siti Salihah
Ibrahim, Ireen Munira
Ismail, Siti Rozanae
Najmuddin, Ahmad Farid
author_facet Abdul Rahman, Anisah
Shaffie, Siti Salihah
Ibrahim, Ireen Munira
Ismail, Siti Rozanae
Najmuddin, Ahmad Farid
author_sort Abdul Rahman, Anisah
title Empowering the online distance learning using Gamification / Anisah Abdul Rahman … [et al.]
title_short Empowering the online distance learning using Gamification / Anisah Abdul Rahman … [et al.]
title_full Empowering the online distance learning using Gamification / Anisah Abdul Rahman … [et al.]
title_fullStr Empowering the online distance learning using Gamification / Anisah Abdul Rahman … [et al.]
title_full_unstemmed Empowering the online distance learning using Gamification / Anisah Abdul Rahman … [et al.]
title_sort empowering the online distance learning using gamification / anisah abdul rahman … [et al.]
publisher Faculty of Computer and Mathematical Sciences
publishDate 2021
url https://ir.uitm.edu.my/id/eprint/49420/1/49420.pdf
https://ir.uitm.edu.my/id/eprint/49420/
https://jamcsiix.wixsite.com/2021
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