A Conceptual Model of Analogue Gamification to Enhance Learners' Motivation and Attitude

IF 0.9 Q3 EDUCATION & EDUCATIONAL RESEARCH
Rita Wong Mee Mee, Lim Seong Pek, Wong Yee Von, Khatipah Abd Ghani, Tengku Shahrom Tengku Shahdan, Md Rosli Ismail, Yugeshineey Subba Rao
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引用次数: 13

Abstract

The concept of gamification has spread widely in recent years supported by the development of technology, especially due to the plethora of computers and video games and game apps for other devices. Gamification is the use of game thinking and game mechanics in non-game contexts that support play to engage users in solving problems or created for teaching and learning purposes. Gamification does not mean creating games but making education more engaging and fun with play for learners, without undermining its credibility. In modern education, lessons delivery is associated with the lack of engagement and motivation of learners to participate actively in the learning process. Teachers are increasingly faced with the problem of how to integrate technology and to impart good language learning habits at the level of primary school in Malaysia. Hence, the aim of this study is to propose a conceptual model of analogue gamification to enhance primary school learners’ motivation and attitude.
模拟游戏化提高学习者学习动机和态度的概念模型
近年来,在技术发展的支持下,游戏化的概念得到了广泛传播,特别是由于计算机和视频游戏以及其他设备的游戏应用程序的过剩。游戏化是指在非游戏环境中使用游戏思维和游戏机制,支持玩家参与解决问题或用于教学目的。游戏化并不意味着创造游戏,而是在不破坏可信度的前提下,让教育对学习者来说更具吸引力和趣味性。在现代教育中,课程交付与学习者缺乏参与和积极参与学习过程的动机有关。如何在马来西亚的小学水平上整合技术和传授良好的语言学习习惯,是教师们日益面临的问题。因此,本研究的目的是提出一个模拟游戏化的概念模型,以提高小学学习者的动机和态度。
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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来源期刊
CiteScore
2.30
自引率
14.30%
发文量
10
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