In today's lecture, Dr Nor Hafizah Adnan has given a lecture on "Gamification in Education". What is Gamification? It can be defined as the application of typical elements of game playing (rules of play, point scoring, competition with others) to other areas of activity, specifically to engage users in problem-solving. In today's digital world, the digital generation has been occupied with technology. Gamification is one of the tactics, strategies, teaching and learning.
Games are not just about fun. According to McGonigal, in 2012, he stated that "many of my games challenge players to tackle real-world problems at a planetary-scale: hunger, poverty, climate change or global peace". For example, the most frequently used by educators nowadays to handle a quiz are by using Kahoot and Quizziz. It enables the students to play while learning as they can answer questions provided and get their marks on the spot. Plus, the answers are also explaining briefly why it is right and why it is wrong. By using it, it will help them to learn more thoroughly just using their own gadget. There are five steps process for applying gamification to the instructional environment by Huang and Soman, 2013. First and foremost, they stated that as an educator, we have to understand our audience and context. For example, in one class, there are always a fast learner and slow learner students. Educator has to engage the games according to the proficiency of students in the class. Secondly, defining learning objectives in order to set our goals on what we wanted to teach the students. Before entering class, the educator has to highlight what is the purpose or what the students get by the end of the class. Next, they said that structuring the experience is essential to identifying resources. Last but not least, I Think by applying gamification, it can encourage the students to perform various actions – motivating students, early exposure to computer programming. By doing this, it will increase their skills and automatically increase their memories for their knowledge. All in all, it will attract the student's focus and attention to participate more in the class. In a nutshell, the students can also learn anywhere, everywhere at any time.
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AuthorMuhd Ainol Syafiq Zakaria / MY Archives
December 2019
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