Abstract

Gamification have been used in various fields to attract and engage users by using game design elements or characteristics in non-game context. It has been introduced in education field, especially higher education level in past two to three years ago. There is limited evidence, however, about the effectiveness of gamification in classroom teaching and learning process. Thus, an exploratory study is carried out to collect participants' views on the potential of gamified classroom via Prezi, a cloud-based presentation software, as a means of supporting teaching and learning in higher education level. Participants in this study were 46 foundation students from a local higher education institution. The analysis data will uncover to what extend students with different background knowledge differ in their perception of gamified classroom via Prezi. A high percentage −93.48% of the students agree that they can learn via this approach on digital devices such as laptop and smartphones. 86.96% students agree that they are engaged and immersed in learning via this method. Furthermore, 84.78% students feel curious to explore the lecture content and are able to focus on what they are going to learn in the class. At last, the findings of the study will propose an alternative and innovative approach to improve teaching and learning process in higher education level via gamified classroom.

Full Text
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