Gamification in Classroom: Creating Motivational Affordance Towards Enhanced Participation (original) (raw)
Asia Proceedings of Social Sciences
The objective of study is to observe if motivational affordance resulting from gamification activity may improve students’ participation in classroom. The results from this study shows that students were passive, indifferent and reluctant to participate when traditional lecture was used for learning session. However, when gamification is supplanted to the traditional lecture, the classroom atmosphere changed, where students were found to be participating actively. When being asked on their opinion regarding gamification activity in classroom, students gave remarkable comments on such activity, saying that it is enjoyable, fun, attractive and exciting. Furthermore, students also mention that gamification activity increases participation, improving motivation, creating competition, developing teamwork and bonding between students and lecturer and should be conducted more.
Sign up for access to the world's latest research.
checkGet notified about relevant papers
checkSave papers to use in your research
checkJoin the discussion with peers
checkTrack your impact