{"title":"Using Digital Media Instruction on the Gamification Apps in Learning as Factors to Evaluate the Learners' Perception","authors":"J. Low, Abdullah Sarwar, Jing-Hui Kwan","doi":"10.1145/3371647.3371663","DOIUrl":null,"url":null,"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.","PeriodicalId":199764,"journal":{"name":"Proceedings of the 2019 3rd International Conference on Education and E-Learning","volume":"59 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2019 3rd International Conference on Education and E-Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3371647.3371663","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
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.