Gamified learning experience and adaptation of Malaysian warriors: User interface by the ADDIE model

Traditionally, the learning method in school uses textbooks, notes, and a slide presentation by a teacher. In the 21st century, the teaching method has expanded to use gamification by combining the learning contents with the mechanical elements of a game. Nowadays, educators who have used the method...

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Bibliographic Details
Published in:Perspectives and Practices of Gamification
Main Author: Shawalludin S.; Sanmugam M.; Rabu S.N.A.; Salim N.A.M.; Rahman A.A.
Format: Book chapter
Language:English
Published: Nova Science Publishers, Inc. 2022
Online Access:https://www.scopus.com/inward/record.uri?eid=2-s2.0-85152749047&partnerID=40&md5=0bb3b03772e301e5c0320178ef1cffd6
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Summary:Traditionally, the learning method in school uses textbooks, notes, and a slide presentation by a teacher. In the 21st century, the teaching method has expanded to use gamification by combining the learning contents with the mechanical elements of a game. Nowadays, educators who have used the method do so through various free applications available on the internet. This research aims to identify the level of interest and acceptance of students on gamification methods in teaching and learning. Quantitative research on 71 respondents randomly from form 1 and form 5 students in secondary school was conducted. The purpose of selecting these two categories of students was that, form 1 students are basically new toward history learning and form 5 students are the students that will take the examination from the previous learning. The result of the research showed that the level of interest and acceptance of students on gamification methods is positive, especially in regard to interface and character design. The implications of this research provide guidance for educators in providing an alternative teaching method for the 21st century generations of the digital era. © 2022 by Nova Science Publishers, Inc. All rights reserved.
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