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Raising engagement and motivation through gamified E-portfolio in Kolej Profesional MARA (KPM), Malaysia : a preliminary survey
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Abdul Wahab, Monisa and Joy, Mike (2016) Raising engagement and motivation through gamified E-portfolio in Kolej Profesional MARA (KPM), Malaysia : a preliminary survey. In: 3rd EAI International Conference on e-Learning e-Education and Online Training, Dublin, Ireland, 31 Aug - 2 Sep 2016. Published in: Proceedings of the 3rd EAI International Conference on e-Learning e-Education and Online Training (eLEOT2016), 180 pp. 87-94. ISBN 9783319496245. doi:10.1007/978-3-319-49625-2_11
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Official URL: http://dx.doi.org/10.1007/978-3-319-49625-2_11
Abstract
The gamification of e-portfolio is an educational approach to motivate students to learn by using game elements in online portfolios. The goal is to increase enjoyment and engagement through capturing the interest of learners and encouraging them to continue learning. This preliminary survey is important to better understand the intended users in a Malaysian institution, find out their readiness, and identify the infrastructure and facilities currently in place. The work in progress investigates students’ demographics information, students’ current styles in organizing their learning material, their prior experience with portfolio creation and development, their prior experience in using game applications and their current knowledge of ‘gamification’. The outcome of this survey shows that there are currently acceptable levels of current infrastructure and facilities provided at the institution with a satisfactory knowledge of portfolios and game elements. However, there is an interesting misconception of what ‘gamification’ is from the student’s perspectives.
Item Type: | Conference Item (Paper) | ||||||
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Subjects: | L Education > LB Theory and practice of education | ||||||
Divisions: | Faculty of Science, Engineering and Medicine > Science > Computer Science | ||||||
Library of Congress Subject Headings (LCSH): | Computer programming -- Study and teaching, Gamification, Internet in education, Education -- Data processing, Computer-assisted instruction, Simulation games in education | ||||||
Series Name: | Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering | ||||||
Journal or Publication Title: | Proceedings of the 3rd EAI International Conference on e-Learning e-Education and Online Training (eLEOT2016) | ||||||
Publisher: | Springer | ||||||
ISBN: | 9783319496245 | ||||||
Official Date: | 13 November 2016 | ||||||
Dates: |
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Volume: | 180 | ||||||
Page Range: | pp. 87-94 | ||||||
DOI: | 10.1007/978-3-319-49625-2_11 | ||||||
Status: | Peer Reviewed | ||||||
Publication Status: | Published | ||||||
Reuse Statement (publisher, data, author rights): | This is a post-peer-review, pre-copyedit version of an article published in Proceedings of the 3rd EAI International Conference on e-Learning e-Education and Online Training (eLEOT2016). The final authenticated version is available online at:http://dx.doi.org/10.1007/978-3-319-49625-2_11 | ||||||
Access rights to Published version: | Restricted or Subscription Access | ||||||
Date of first compliant deposit: | 25 August 2016 | ||||||
Date of first compliant Open Access: | 20 February 2019 | ||||||
Conference Paper Type: | Paper | ||||||
Title of Event: | 3rd EAI International Conference on e-Learning e-Education and Online Training | ||||||
Type of Event: | Conference | ||||||
Location of Event: | Dublin, Ireland | ||||||
Date(s) of Event: | 31 Aug - 2 Sep 2016 | ||||||
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