Questionify gamification in education
In the education industry, lecturers are finding ways to improve students’ concentrations and grades by using smart devices to track students’ assignment or tutorial progress. One of the few possible and attractive solution is by using the gamification technique. This paper proposes an educational a...
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my.uthm.eprints.45662021-12-07T07:36:32Z http://eprints.uthm.edu.my/4566/ Questionify gamification in education Kasinathan, Vinothini Mustapha, Aida Fauzi, Rahmat Che Abdul Rani, Mohamad Firdaus LB1050.9-1091 Educational psychology TA329-348 Engineering mathematics. Engineering analysis In the education industry, lecturers are finding ways to improve students’ concentrations and grades by using smart devices to track students’ assignment or tutorial progress. One of the few possible and attractive solution is by using the gamification technique. This paper proposes an educational application called Questionify that implements the gamification elements and allow users to collect points, gain achievements, increase motivation and engagement towards students’ coursework in Software Engineering subject. Questionify is developed using C# and Java language has been evaluated using questionnaire among 24 respondents. The findings showed that the respondents believe that gamification can do better in education as compare to the traditional method of teaching the students. In the future, this gamification approach will be tested on more technical subjects such as programming and networking subjects to help students engage in a different learning approach. Penerbit UTHM 2018 Article PeerReviewed text en http://eprints.uthm.edu.my/4566/1/AJ%202018%20%28796%29%20Questionify%20gamification%20in%20education.pdf Kasinathan, Vinothini and Mustapha, Aida and Fauzi, Rahmat and Che Abdul Rani, Mohamad Firdaus (2018) Questionify gamification in education. International Journal of Integrated Engineering, 10 (6). pp. 139-143. ISSN 2229-838X |
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LB1050.9-1091 Educational psychology TA329-348 Engineering mathematics. Engineering analysis Kasinathan, Vinothini Mustapha, Aida Fauzi, Rahmat Che Abdul Rani, Mohamad Firdaus Questionify gamification in education |
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In the education industry, lecturers are finding ways to improve students’ concentrations and grades by using smart devices to track students’ assignment or tutorial progress. One of the few possible and attractive solution is by using the gamification technique. This paper proposes an educational application called Questionify that implements the gamification elements and allow users to collect points, gain achievements, increase motivation and engagement towards students’ coursework in Software Engineering subject. Questionify is developed using C# and Java language has been evaluated using questionnaire among 24 respondents. The findings showed that the respondents believe that gamification can do better in education as compare to the traditional method of teaching the students. In the future, this gamification approach will be tested on more technical subjects such as programming and networking subjects to help students engage in a different learning approach. |
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Article |
author |
Kasinathan, Vinothini Mustapha, Aida Fauzi, Rahmat Che Abdul Rani, Mohamad Firdaus |
author_facet |
Kasinathan, Vinothini Mustapha, Aida Fauzi, Rahmat Che Abdul Rani, Mohamad Firdaus |
author_sort |
Kasinathan, Vinothini |
title |
Questionify gamification in education |
title_short |
Questionify gamification in education |
title_full |
Questionify gamification in education |
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Questionify gamification in education |
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Questionify gamification in education |
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questionify gamification in education |
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Penerbit UTHM |
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2018 |
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http://eprints.uthm.edu.my/4566/1/AJ%202018%20%28796%29%20Questionify%20gamification%20in%20education.pdf http://eprints.uthm.edu.my/4566/ |
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