Abstract

The importance of students’ involvement in classroom and non-classroom university courses cannot be overemphasized in the process of learning. But, students for several reasons must be motivated to enhance their continuous participation, especially in non-classroom courses. Landmark University is an agrarian-based institution and students are expected to actively take part in at least one agricultural course irrespective of their specializations. Students commitments to Farm Practice courses are core to graduation despite many students not meeting the expected level of dedication early. Gamification is the process of using game strategies and techniques to actively engage and motivate audiences and to solve problems. Using a database of agricultural resources from Landmark University Teaching and Research Farm, a prototype for a gamified mobile app for engaging students in Farm Practice is developed. Game features such as point, leaderboard, and scoresheet were embedded. The application performance was evaluated by a total of fifty students and 70% of the students claimed that their interests in Farm Practice were positively affected after using the app for the first time.

Highlights

  • Introduction and BackgroundGames generally can provide fun and engage players at the same time, it is part of our daily routine to derive fun from something

  • Gamification works with the state of mind of a person, it can, impact on user development of interest on different skill based on system design [4]

  • Game: This is the main interface where the users play the game. It is in form of a grid box containing images collected for Landmark University Teaching and Research Farm

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Summary

Introduction and Background

Games generally can provide fun and engage players at the same time, it is part of our daily routine to derive fun from something. Gamification in education appeared to have no downside as game techniques and mechanisms can be implemented in the learning process as activities designed to achieve certain learning objectives [6,8,9,10,11] Students learning with games at both high school and university level have performed better in their assessments than those learning without. The majority of related works show that systems should be segmented into different levels These levels should be designed such that users must actively engage in activities within the gaming environment to scale through stages [19, 20]. Gamification involves the general application of elements of game design in a non-gaming surrounding, they are basically used for promoting user’s engagement, modify psychology and aid natural learning. Farm activities are presented in the form of reward-based challenges where participants are obliged to complete a task and are graded based on their performance

System Design
Features of proposed system
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System requirements
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Results and Discussion
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