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Identifying gamified teaching elements in computer science course

Tanalol, Hasnah and Hashim, Hazmi and Turumogan, Punitha and Mat Noor, Noorsidi Aizuddin and Baharum, Aslina and Deris, Farhana Diana (2023) Identifying gamified teaching elements in computer science course. In: 2023 International Conference on Platform Technology and Service (PlatCon), 16 August 2023-18 August 2023, Busan, Republic of Korea.

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Official URL: http://dx.doi.org/10.1109/PlatCon60102.2023.102551...

Abstract

Traditional education methods, having said, lack motivation and self-regulation. The 5G and 6G technology have improved education, one such is gamification. Gamification applies gaming mechanisms to non-gaming platforms. Sadly, the use of gamification is still limited, especially in Malaysia. Gamification affects user experience, so it is intriguing to see if it can solve education problems. A study was conducted to identify elements of gamification. A systematic literature review (SLR) determines the gamification elements. Results show the list of identified 30 elements as guidelines for developing gamified teaching in Computer Science Courses. Thus, it is hoped that the improved teaching and learning process can affect students' performance.

Item Type:Conference or Workshop Item (Paper)
Uncontrolled Keywords:computer science, education, gamification, guideline
Subjects:H Social Sciences > HD Industries. Land use. Labor > HD1394-1394.5 Real estate management
Divisions:Built Environment
ID Code:107695
Deposited By: Widya Wahid
Deposited On:02 Oct 2024 06:27
Last Modified:02 Oct 2024 06:27

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