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...

Full description

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
id 2-s2.0-85152749047
spelling 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
container_title Perspectives and Practices of Gamification
container_volume
container_issue
doi_str_mv
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.
publisher Nova Science Publishers, Inc.
issn
language English
format Book chapter
accesstype
record_format scopus
collection Scopus
_version_ 1809677891399581696