Educational Research AY2021/2022
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Browsing Educational Research AY2021/2022 by Subject "Gamification"
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- PublicationRestrictedPreliminary discussion on Singapore learning space gamification framework(National Institute of Education, Nanyang Technological University (NIE NTU), Singapore, 2023)
;Lim, Tricia Xiu XuanZhu, HaibinGamification is a term that has lately been used to describe the integration of games into other fields. Nonetheless, there is no gamification framework designed specifically for Singapore Learning Space (SLS). The literature on gamification design concepts is reviewed in this essay. It is crucial to recognize the frameworks or models that already exist and their key components in relation to the objectives before the gamification process begins. This study categorizes current approaches and provides insightful information on gamification framework for creating gamified lessons using the new SLS gamification feature. Therefore, this study had two major objectives: (a) to organize the pertinent theories and case studies about gamification in language teaching; and (b) to develop an overview model of gamification in Chinese teaching in Singapore's primary schools. - PublicationRestrictedA systematic literature review: Effectiveness of gamification(National Institute of Education, Nanyang Technological University (NIE NTU), Singapore, 2023)
;Ng, Xue LiZhu, HaibinGamification applies game elements to game or non-game settings, utilizing rewards, points, and challenges to motivate and engage people in achieving objectives. An increasing number of studies are exploring how Gamification can enhance student learning outcomes in education, but there is still a significant gap in understanding how gamification influences student motivation and engagement, leaving the literature inconclusive. In this paper, I aim to conduct a systematic literature review on Gamification in Education and propose a framework for designing gamified learning experiences through the strategic selection of game attributes, aligned with the desired student experience and engagement outcome. This framework will enable teachers to develop gamified lessons that can achieve desired learning outcomes and behaviours in the context of Singapore's education system.