Abstract

Technology in the 21st century forms an indispensable part of the everyday life of all ages. Today, portable devices are used daily for multiple purposes (entertainment, recreation, health, productivity, physical exercise etc.), while games found on portable devices based on a player's location have started to burgeon as well. Education could not remain uninvolved in these developments. Over the last few years, technology has been used more to foster students' education through programs and applications. The gamification of education looks to maximize student engagement. This current study aims to plan and create an educational teaching scenario as part of the teaching of the History subject. Using the multimedia tool Actionbound, students are guided into the place of interest (monastery). The school subject of history becomes more entertaining as students move into space through GPS locations, questions, tests, and rewards. Therefore, students are no longer passive receptors of new knowledge and information but explorers who discover their new knowledge by taking an active role in the teaching process.

Full Text
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