WEEK 3
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School
Grand Canyon University *
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Course
ELM560
Subject
Arts Humanities
Date
Apr 3, 2024
Type
doc
Pages
4
Uploaded by ProfessorCrowMaster1016
WEEK 3
"The Impact of Gamified Educational Technology on Active Engagement and Learning Outcomes
How do different educational technology platforms (e.g., mobile apps, online courses, virtual reality simulations) impact active engagement and
learning outcomes when gamification is incorporated?
What are the long-term effects of using gamification and technology on students' intrinsic motivation and interest in the subject matter?
What are the most effective strategies for integrating gamification and technology into traditional classroom settings to promote active engagement and improve learning outcomes?
Articles
Adipat, S., Laksana, K., Busayanon, K., Asawasowan, A., & Adipat, B. (2021). Engaging students in the learning process with game-based
learning: The fundamental concepts. International Journal of Technology in Education (IJTE), 4
(3), 542-552. https://doi.org/10.46328/ijte.169
This source was stated to be a journal article, in which the journal name is given with page numbers. The article is useful because it describes the
point at which learning is expected to occur and the role that game elements play in relation to student engagement and educational gaming content interaction. The study further describes the principles governing collaborative learning which are the key pillars for acquiring cognitive and social skills. The contribution of game-based learning is further linked with mindset improvement and growth. Used basic research skills
with key terms.
Zainuddin Z. (2023). Integrating ease of use and affordable gamification-based instruction into a remote learning environment.
Asia Pacific Education Review, 1–12. Advanced online publication. https://doi.org/10.1007/s12564-023-09832-6
This source was stated to be an online journal article, in which the journal name is given with page numbers. The article is useful because it
demonstrates how gamification-based quizzes increase student enthusiasm and improve learning outcomes. The study demonstrates the transformation induced by the ease of use and low cost of digital gaming
platforms from mundane activities, such as listening to lectures on Zoom, to enjoyable educational gaming activities. Used basic research skills with key terms.
Ghai, A., & Tandon, U. (2023). Integrating gamification and instructional design to enhance the usability of online learning. Education And Information Technologies, 28
(2), 2187–2206. https://doi.org/10.1007/s10639-022-11202-5
This source was stated to be a journal article, in which the journal name is given with page numbers. The article is useful to the study because it established and confirmed that gamification is a multi-dimensional construct significantly predicted by elements, game dynamics, motivation, and game mechanics. Further, Instructional design partially mediates the relationship between gamification and the usability of e-
learning. This research demonstrates that Gamification can enhance the learning environment for e-learning students. Used basic research skills with key terms.
Eltahir, M., Annamalai, N., Uthayakumaran, A., Zyoud, S., Zakarneh, B., & Alsalhi, N. R. (2023). A Qualitative Study on Malaysian Academics' Perceptions and Suggestions on Gamified Learning. The Qualitative Report, 28
(7), 2011-2028. https://doi.org/10.46743/2160-3715/2023.6102
This source was stated to be a journal article, in which the journal name is given with page numbers. The article is useful because it changed the norm of traditional classroom teaching by accelerating digital integration
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