A gamified model for children’s engagement design of community learning application

There has been a lot of literature that claims gamification is all about learning, which leads to more research being done to see how gamification affects education. However, determining how effective gamification is in learning strategy is a difficult problem. This is due to a scarcity of long-term...

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Bibliographic Details
Main Author: Suhaila Jaffar
Format: Thesis
Language:English
English
Published: 2022
Subjects:
Online Access:https://eprints.ums.edu.my/id/eprint/39053/1/24%20PAGES..pdf
https://eprints.ums.edu.my/id/eprint/39053/2/FULLTEXT..pdf
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Summary:There has been a lot of literature that claims gamification is all about learning, which leads to more research being done to see how gamification affects education. However, determining how effective gamification is in learning strategy is a difficult problem. This is due to a scarcity of long-term studies that systematically examine the impact of gamification interventions on student learning ability. It has been demonstrated that children can cultivate creativity through play. Games have also been shown to stimulate the mind while providing the education that people seek. As a result, it is not surprising that children at a young age are familiar with any medium of gaming. However, limited studies were found on children's engagement design. This research focuses on gamification in e-learning, particularly in early education; the 'what' and 'how' gamification can support e-learning in a community setting. Gamification has grown in popularity in recent years in the context of research in education and business marketing. Academics, educators, health management, employee engagement, civic engagement, and innovators have all expressed an interest in it. Gamification is a well-established practice and market segment. As a result of the lack of children's engagement in the learning process and motivation to learn, the incorporation of gamification has been recognized. The objectives of the study are to identify instruments, and guidelines and to develop a gamified model of children’s engagement design of community learning application. This study adapted the Theory of Planned Behavior and The Gamified Learning Theory an underpinning theory on gamification’s impact on behavior and engagement improvement. The method of data collection used was mixed methods. A prototype application was developed for the purpose of collecting data and the data was analyzed using statistical methods. The result from the hypotheses testing supports the model proposed where emotions and social have significant relations towards children’s engagement. This study contributes a new instrument, guideline and a new model for children’s engagement design of community learning application. The contribution from the study is hoped to be useful for future the evaluation, design, and development of gamified community learning applications for children.