2021
DOI: 10.16920/jeet/2021/v34i0/157171
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Effective Usage of Gamification Techniques to Boost Student Engagement

Abstract: As the engineering education fraternity is getting accustomed to the new normal amidst the global COVID-19 pandemic, online teaching has been gaining much attention in the recent past. While teachers are getting adjusted to this new way of teaching, it is paramount that the teaching-learning process caters to the needs of our millennial learners. Considering all these factors, the teacher must continuously work towards always keeping the students motivated. The authors of this paper brought in a series of inno… Show more

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Cited by 23 publications
(19 citation statements)
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“…Diversifying learning resources, direct interaction by integrating mandatory quizzes and initiating short polls, anytime during synchronous sessions, feedback, and mandatory activities at the end of each topic, awarding students with badges and virtual coins -elements of gamification in Moodle, led to increased level of interest for students (figure 5). The distribution of students' scores on assessment demonstrates the importance of interaction and gamification elements in online courses [22].…”
Section: Resultsmentioning
confidence: 96%
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“…Diversifying learning resources, direct interaction by integrating mandatory quizzes and initiating short polls, anytime during synchronous sessions, feedback, and mandatory activities at the end of each topic, awarding students with badges and virtual coins -elements of gamification in Moodle, led to increased level of interest for students (figure 5). The distribution of students' scores on assessment demonstrates the importance of interaction and gamification elements in online courses [22].…”
Section: Resultsmentioning
confidence: 96%
“…Then, depending on the level of engagement of each student, the teacher can adopt the appropriate strategy. In other words, during online courses, the aspects that define student's engagementattention, interaction [22], curiosity, and interest can be measured or estimated with a high degree of accuracy using the learning management system (LMS) [21]. The student's attention, the behavioral factor, during the online classes can be measured by analyzing the marks obtained by the student at the compulsory quizzes at the end of the course or by grading the work tasks during the seminars.…”
Section: The Topicality Of the Proposed Researchmentioning
confidence: 99%
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“…For this, there are numerous online tools, such as Kahoot! that offer a variety of excellent options to support active learning [4]. The use of multiple devices, from laptops to mobile phones, which was the resource used in this study, further increases the interest of the students.…”
Section: Gamification At University With Kahoot!mentioning
confidence: 99%
“…In recent years, in the field of education, student engagement has become recognized as an essential attribute for enhancing motivation and promoting learning. For this purpose, the implementation of gamification, as the use of games in learning, has been generally considered a successful tool [1][2][3][4]. The core idea of gamification lies in the use of the motivational strength of game elements in an educational context [5].…”
Section: Introductionmentioning
confidence: 99%