Using Digital Media Instruction on the Gamification Apps in Learning as Factors to Evaluate the Learners' Perception

J. Low, Abdullah Sarwar, Jing-Hui Kwan
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Abstract

This paper explains the usage of digital media instruction as factors to evaluate the learners' perception of gamification apps in learning. In the context of educational learning for teenagers, the demand for gamification apps integrated into teaching and learning is increasing. This situation will make more opportunities for the apps' developers to create more gamification apps. More created gamification app for learning will fulfil the needs and demands of the learners and instructors. Before the gamification apps develop massively in the future, the investigation of the factors on how a learner perceives with the gamification apps should introduce and acknowledge. This factor investigation will help to enhance the quality of gamification apps development. In addition, this factor investigation will ensure the achievement of the learning outcome achievement of a learning activity. The main objective of the paper is to propose and use the demands on the learner's cognitive processing as the learners' perception factors to use the gamification apps for learning. This perception factor proposal will help to support and develop better gamification apps. This proposed perception factor could use as the guideline to develop the gamification apps too. The discussion and explanation of the demands on the learner's cognitive processing as the perception factors for learning are discussed further in the paper.
以数字媒体教学对游戏化应用的学习作为评价学习者感知的因素
本文解释了使用数字媒体教学作为评估学习者在学习中对游戏化应用的感知的因素。在青少年教育学习的背景下,对融入教与学的游戏化应用的需求越来越大。这种情况将为应用开发者创造更多机会去创造更多游戏化应用。更多的游戏化学习应用将满足学习者和教师的需求。在游戏化应用在未来大规模发展之前,对学习者如何使用游戏化应用进行感知的因素的调查应该引入和承认。这种因素调查将有助于提高游戏化应用开发的质量。此外,这种因素调查将确保学习活动的学习成果的实现。本文的主要目的是提出并利用对学习者认知加工的需求作为学习者使用游戏化应用程序进行学习的感知因素。这个感知因素建议将有助于支持和开发更好的游戏化应用。这一感知因素也可以作为游戏化应用开发的指导原则。本文进一步讨论了作为学习知觉因素的对学习者认知加工的要求的讨论和解释。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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