2021
DOI: 10.14434/ijdl.v12i2.27036
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Gamifying Project-Based Learning in Statistics Education in Singapore

Abstract: Biostatistics is a second-year subject taken by Biomedical Engineering Diploma students in Temasek Polytechnic, Singapore. Gamification elements, referenced from the popular Pokémon GO, were infused into a suite of activities. The purpose was to engage and sustain the interest of students while facilitating the successful execution of their group project. The gamified initiative, named Biostatistics GO, generated much excitement and added depth to the learning of this project-based subject. In this paper, we p… Show more

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Cited by 2 publications
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“…These lesson plans contained: the learning objectives, the class topic, the materials, the phases of the model, the process, the time, and the activities to develop learners' interaction in the classroom. Additionally, the different elements of gamification were; points, leaderboards, rewards, social factors, and time-limited activities (Huiyu & Fang, 2021). Indeed, the speaking skills included vocabulary, grammar, fluency, and pronunciation.…”
Section: Methodsmentioning
confidence: 99%
“…These lesson plans contained: the learning objectives, the class topic, the materials, the phases of the model, the process, the time, and the activities to develop learners' interaction in the classroom. Additionally, the different elements of gamification were; points, leaderboards, rewards, social factors, and time-limited activities (Huiyu & Fang, 2021). Indeed, the speaking skills included vocabulary, grammar, fluency, and pronunciation.…”
Section: Methodsmentioning
confidence: 99%
“…These lesson plans contained: the learning objectives, the class topic, the materials, the phases of the model, the process, the time, and the activities to develop learners' interaction in the classroom. Additionally, the different elements of gamification were; points, leaderboards, rewards, social factors, and time-limited activities (Huiyu & Fang, 2021).…”
mentioning
confidence: 99%