Abstract

The implementation of game-based activities for classroom learning is not a direct process. There is a need to address the factors that could contribute to student willingness in learning in such environment and providing a reliable metric to measure their actual engagement after the learning activity. In this paper, a framework which utilized the conventional gaming factors while applying design thinking process is adapted during the design of our game-based learning (GBL) activity. In addition, a composite engagement metric which addressed the unique nature of such learning activities is also proposed. The experimental results using the new composite metric shows that the activity designed using the proposed framework is successful in engaging the student's interest, providing them an environment for learning practical skills while having fun at the same time.

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