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Instructional Design Strategies for Using Gamification in E- Learning: A Case Study

المصدر: مجلة التصميم الدولية
الناشر: الجمعية العلمية للمصممين
المؤلف الرئيسي: Atef, Hanan (Author)
المجلد/العدد: مج12, ع5
محكمة: نعم
الدولة: مصر
التاريخ الميلادي: 2022
الشهر: أكتوبر
الصفحات: 31 - 40
DOI: 10.21608/idj.2022.149053.1050
ISSN: 2090-9632
رقم MD: 1335953
نوع المحتوى: بحوث ومقالات
اللغة: الإنجليزية
قواعد المعلومات: HumanIndex
مواضيع:
كلمات المؤلف المفتاحية:
Gamification | E-Learning | Game-Based Learning | Motivation
رابط المحتوى:
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LEADER 02684nam a22002297a 4500
001 2092937
024 |3 10.21608/idj.2022.149053.1050 
041 |a eng 
044 |b مصر 
100 |a Atef, Hanan  |e Author  |9 564035 
245 |a Instructional Design Strategies for Using Gamification in E- Learning:  |b A Case Study 
260 |b الجمعية العلمية للمصممين  |c 2022  |g أكتوبر 
300 |a 31 - 40 
336 |a بحوث ومقالات  |b Article 
520 |b “Gamification” is the art of deriving all the fun and engaging elements found in games environment and applying them to real-world or productive activities. This process called “Human-Focused Design,” It’s a design process that optimizes for human motivation in a system; it is usually understood as a pedagogical strategy that favors student engagement and motivation. Gamification “prepares learners to be active and take responsibility upon their own learning process”. Lectures with fun games are introduced to be more effective in showing a positive outcome, as learners are motivated to play more instead of getting the information through traditional ways. This study aimed to explore and to design a framework for Gamification used in e- learning course for undergraduate students. This study also aims to suggest the use of game play in the concept of game-based learning in E-learning courses. In This research we will examine the role of Gamification in designing E-learning course. Furthermore, this playfulness is expected to reduce the stress experienced by users. The research was conducted using a practical method by giving undergraduate student assignment of designing E-learning games and framework then this will be evaluated with peer evaluation process by using rubric. The results showed that integrating Gamification into E-learning improved learners’ creative, critical and problem-solving skills. Thus, Gamification framework is able to provide pleasure and better understanding, which in turn will reduce the user's stress level and will reduce user resistance and increase the effectiveness of technology implementation. 
653 |a التعليم الإلكتروني  |a الألعاب الإلكترونية  |a الألعاب التعليمية 
692 |b Gamification  |b E-Learning  |b Game-Based Learning  |b Motivation 
773 |4 فنون  |6 Art  |c 002  |e International Design Journal  |f Mağallaẗ Al-taṣmim Al-Dawliyyaẗ  |l 005  |m مج12, ع5  |o 2048  |s مجلة التصميم الدولية  |v 012  |x 2090-9632 
856 |u 2048-012-005-002.pdf  |n https://www.idj.journals.ekb.eg/article_249268.html?lang=ar 
930 |d y  |p y  |q n 
995 |a HumanIndex 
999 |c 1335953  |d 1335953