Abstract
The gamification of e-portfolios is an educational approach to motivate students to learn by using game elements in online portfolios. The goal is to increase enjoyment and engagement through capturing the interest of learners and encouraging them to continue learning. This preliminary survey is important to better understand the intended users in a Malaysian institution, find out their readiness, and identify the infrastructure and facilities currently in place. The work in progress investigates students’ demographic information, students’ current styles in organising their learning material, their prior experience with portfolio creation and development, their prior experience in using game applications, and their current knowledge of ‘gamification’. The outcome of this survey shows that there are currently acceptable levels of current infrastructure and facilities provided at the institution with a satisfactory knowledge of portfolios and game elements. However, there is an interesting misconception of what ‘gamification’ is from the students’ perspectives.
Highlights
Majlis Amanah Rakyat (MARA), or the Council of Trust for the People, is an autonomous body under the purview of the Ministry of Rural and Regional Development in Malaysia
This paper focuses on a particular consideration in the design of a gamified e-portfolio: adoptability
Adoptability means researching the phase preceding adoption: do students have the devices, platforms and technology skills to be able to use the innovation? This paper reports on research at the first author’s home institution (KPM) that informed the design of a gamified e-portfolio
Summary
Majlis Amanah Rakyat (MARA), or the Council of Trust for the People, is an autonomous body under the purview of the Ministry of Rural and Regional Development in Malaysia. The Council is responsible for facilitating economic and social development in the federation, in rural areas. The Higher Education Division (HED) – one of five within the MARA Education Sector – is responsible for controlling, planning and supervising the activities carried out by the Ministry of Education (MOE) and four HE institutions including Kolej Profesional MARA (KPM). E-portfolios suffer from user engagement issues, since to engage users in the application is a challenging task for many education institutions and there is still no specific solution which has been identified to solve
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