Gamification and student engagement during COVID-19: An analysis of “Quizwhizzer” application in virtual classes
Gamification is a concept of using game features and elements utilised in many fields for engaging users and participants. The COVID-19 pandemic has impacted the education field substantially, especially on the educational mode used in classrooms, when the Malaysian Ministry of Education implemented...
Published in: | SEARCH Journal of Media and Communication Research |
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Main Author: | |
Format: | Article |
Language: | English |
Published: |
Taylor's University Lakeside Campus
2022
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Online Access: | https://www.scopus.com/inward/record.uri?eid=2-s2.0-85138271744&partnerID=40&md5=6052f948dd3df2de07dc7137fbf1a381 |