{"title":"Strategies for Effective Use of Gamification Technology in E-Learning and E-Assessment","authors":"Fatima Vapiwala, Deepika Pandita","doi":"10.1109/ICBIR54589.2022.9786495","DOIUrl":null,"url":null,"abstract":"The rapid technological shift caused by the pandemic in the field of education has compelled Indian educational institutions to adopt e-learning and e-assessment as a primary approach. The use of gamification software and technology the student assessment and evaluation plays a significant role in student engagement. A structured interview method was used for conducting this study and 200 responses were collected from post-graduate students through an interview process. The study provides significant insights into the crucial role of gamification not just in elearning but also in e-assessment of the students especially after the pandemic in the educational sector. The authors also propose a 5E model as a part of the strategy to be adopted by the Indian academicians and educators for utilizing gamification technology in e-learning and eassessment in the most beneficial way for the students.","PeriodicalId":216904,"journal":{"name":"2022 7th International Conference on Business and Industrial Research (ICBIR)","volume":"2 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-05-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 7th International Conference on Business and Industrial Research (ICBIR)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICBIR54589.2022.9786495","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
The rapid technological shift caused by the pandemic in the field of education has compelled Indian educational institutions to adopt e-learning and e-assessment as a primary approach. The use of gamification software and technology the student assessment and evaluation plays a significant role in student engagement. A structured interview method was used for conducting this study and 200 responses were collected from post-graduate students through an interview process. The study provides significant insights into the crucial role of gamification not just in elearning but also in e-assessment of the students especially after the pandemic in the educational sector. The authors also propose a 5E model as a part of the strategy to be adopted by the Indian academicians and educators for utilizing gamification technology in e-learning and eassessment in the most beneficial way for the students.