2021
DOI: 10.24191/ijmal.v5i2.10901
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Using Games in an Open and Distance Learning Environment

Abstract: Research in education has been conducted over the decades to find the best practices in learning. Although there is no one size that fits all, gamification is one element in learning that has been proven to carve a niche for itself in many aspects in education. This has led to the creation and development of various types of games to suit various needs in education. Funlinguistics is a linguistics game for students taking Language and Linguistics course. It covers topics like morphology, syntax, semantics, and… Show more

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Cited by 2 publications
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“…Muntean (2011), in their study, proposed that metrics like page views per visitor, time spent on the site, total time per user, the frequency of visit, participation and conversions can AAOUJ 18,3 be used while analyzing the engagement of learners. Aziz Hussin et al (2021), in their paper, proposed a gamified educational course in an open and distance learning (ODL) environment by considering three learning theories, namely behaviorism, cognitivism and constructivism. Their studies proved that the fun learning approach could offer a better learning experience to the students.…”
Section: Gamification: a Theoretical Supportmentioning
confidence: 99%
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“…Muntean (2011), in their study, proposed that metrics like page views per visitor, time spent on the site, total time per user, the frequency of visit, participation and conversions can AAOUJ 18,3 be used while analyzing the engagement of learners. Aziz Hussin et al (2021), in their paper, proposed a gamified educational course in an open and distance learning (ODL) environment by considering three learning theories, namely behaviorism, cognitivism and constructivism. Their studies proved that the fun learning approach could offer a better learning experience to the students.…”
Section: Gamification: a Theoretical Supportmentioning
confidence: 99%
“…The main goals of applying the gamification concept in the distance learning process are to increase the learners' motivation, engagement and involvement in the learning activities, support behavioral changes and socialize (Aziz Hussin et al., 2021; Strmecki et al. , 2015).…”
Section: Introductionmentioning
confidence: 99%
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“…Some of the students who prefer physical lessons often get bored with online lessons. Hence, students were not showing their attentiveness in music lessons during the remote learning, teachers were trying to plan activities to get the students engaged in the music lessons (Aziz et al, 2021). Online activities such as music game activities able to help create an interactive learning environment throughout remote learning.…”
Section: Introductionmentioning
confidence: 99%