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2022 8th International Conference on Education and Training Technologies by Rey, William P. (author);Serrano, Elcid A. (author);Alfonso, Adrian B. (author);Funilas, John Ramil F. (author);Huplo, Kiel Cedrick T. (author) is a scholarly article available to read on EtoBox.
What is 2022 8th International Conference on Education and Training Technologies about?
Gamification is a method to increase learners' engagement by incorporating game design elements into contexts that are not gamerelated. It has helped motivate students to learn through a game in an educational learning environment. Due to the current switch to online learning, many students face problems, causing their motivation, self-efficacy, and cognitive engagement to decrease. This study aims to develop a gamified learning application to provide supplementary learning support for students to fill this gap. The application consists of Object-oriented programming lessons for a single module. Assessments include game design elements such as points, timer, achievements, and leaderboard. Before application distribution and usability testing, the designed system was subjected to software compatibility and performance testing using Unity Simulator and Firebase Robo Test. Furthermore, the effectiveness of gamification on the group with application intervention compared to the group without is determined using a pretest-posttest technique.
- Author
- Rey, William P. (author);Serrano, Elcid A. (author);Alfonso, Adrian B. (author);Funilas, John Ramil F. (author);Huplo, Kiel Cedrick T. (author)
- Publisher
- ACM
- Published
- 2022
- Language
- EN