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Autor/inn/enBarua, Antara Mahanta; Bharali, Sruti Sruba
TitelGamification and Its Challenges In E-Learning: A Case Study of Computer Science Learners in KKHSOU
QuelleIn: Asian Association of Open Universities Journal, 18 (2023) 3, S.233-245 (13 Seiten)
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Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
DOI10.1108/AAOUJ-01-2023-0001
SchlagwörterGamification; Electronic Learning; Computer Science Education; College Students; Student Attitudes; Foreign Countries; Teaching Methods; Learning Processes; Distance Education; Instructional Effectiveness; India
AbstractPurpose: The purpose of the case study is to investigate the perception of computer science learners at Krishna Kanta Handiqui State Open University (KKHSOU) regarding the use of gamification and to identify the challenges in implementing gamified teaching-learning processes in open and distance learning (ODL) institutions. Design/methodology/approach: The case study was carried out by observing the views of the learners on the use of gamification in distance learning and studying the participation level of computer science learners before and after the gamification environment was added to a specific topic through the learning management system (LMS). The pre-game and post-game effects on learners' participation against various factors using t-tests were also investigated in this study. Findings: The study reveals that gamification had a positive and highly significant influence on the learners' participation and engagement in the e-content provided via the LMS. The post-gamification mean score (5.62) was higher than the pre-gamification mean score (2.36), and the overall paired t-test (5.301) value was significant at the 1% level of significance. Some of the challenges faced during the study were communication with the learner, lack of technical skills of the learner, duration of study, etc. Originality/value: This study will help in understanding the perception and effect of gamification on computer science learners in ODL mode in India. The study succeeded in demonstrating that the use of gamified elements results in increased learner participation. (As Provided).
AnmerkungenEmerald Publishing Limited. Howard House, Wagon Lane, Bingley, West Yorkshire, BD16 1WA, UK. Tel: +44-1274-777700; Fax: +44-1274-785201; e-mail: emerald@emeraldinsight.com; Web site: http://www.emerald.com/insight
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2024/1/01
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