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...
Published in: | Perspectives and Practices of Gamification |
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Nova Science Publishers, Inc.
2022
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2-s2.0-85152749047 Shawalludin S.; Sanmugam M.; Rabu S.N.A.; Salim N.A.M.; Rahman A.A. Gamified learning experience and adaptation of Malaysian warriors: User interface by the ADDIE model 2022 Perspectives and Practices of Gamification https://www.scopus.com/inward/record.uri?eid=2-s2.0-85152749047&partnerID=40&md5=0bb3b03772e301e5c0320178ef1cffd6 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. Nova Science Publishers, Inc. English Book chapter |
author |
Shawalludin S.; Sanmugam M.; Rabu S.N.A.; Salim N.A.M.; Rahman A.A. |
spellingShingle |
Shawalludin S.; Sanmugam M.; Rabu S.N.A.; Salim N.A.M.; Rahman A.A. Gamified learning experience and adaptation of Malaysian warriors: User interface by the ADDIE model |
author_facet |
Shawalludin S.; Sanmugam M.; Rabu S.N.A.; Salim N.A.M.; Rahman A.A. |
author_sort |
Shawalludin S.; Sanmugam M.; Rabu S.N.A.; Salim N.A.M.; Rahman A.A. |
title |
Gamified learning experience and adaptation of Malaysian warriors: User interface by the ADDIE model |
title_short |
Gamified learning experience and adaptation of Malaysian warriors: User interface by the ADDIE model |
title_full |
Gamified learning experience and adaptation of Malaysian warriors: User interface by the ADDIE model |
title_fullStr |
Gamified learning experience and adaptation of Malaysian warriors: User interface by the ADDIE model |
title_full_unstemmed |
Gamified learning experience and adaptation of Malaysian warriors: User interface by the ADDIE model |
title_sort |
Gamified learning experience and adaptation of Malaysian warriors: User interface by the ADDIE model |
publishDate |
2022 |
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Perspectives and Practices of Gamification |
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url |
https://www.scopus.com/inward/record.uri?eid=2-s2.0-85152749047&partnerID=40&md5=0bb3b03772e301e5c0320178ef1cffd6 |
description |
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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Nova Science Publishers, Inc. |
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language |
English |
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Book chapter |
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scopus |
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Scopus |
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1809677891399581696 |