Questionify gamification in education

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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Abstract

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.

Item Type: Article
Uncontrolled Keywords: PowerPoint; gamification; pedagogy; software engineering.
Subjects: L Education > LB Theory and practice of education > LB1050.9-1091 Educational psychology
T Technology > TA Engineering (General). Civil engineering (General) > TA329-348 Engineering mathematics. Engineering analysis
Divisions: Faculty of Applied Science and Technology > Department of Mathematics and Statistics
Depositing User: UiTM Student Praktikal
Date Deposited: 07 Dec 2021 07:36
Last Modified: 07 Dec 2021 07:36
URI: http://eprints.uthm.edu.my/id/eprint/4566

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