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Gamified e-learning system for improving student engagement in higher education

[Abstract] 
Type Article
Author Noseir, Inas Fouad. New Cairo Institute of Management and Information Systems, New Cairo, Egypt.
Second author Ahmed, Essam Abo el Kasem. Statistitics Department, Helwan University.
Anwar, Ahmed Saadeldin. e-content Development Manager Ministry of communication and Information Technology.
Varying form of title نظام للتعلم الإلكتروني قائم على عناصر الألعاب لتحسين عملية دمج الطلاب في التعليم العالي [مقال]
Pages pp. 57-88
Host Item Entry Future of Arab Education. Vol. 25, Special no. 111.
Location The article is available at Shamaa office
Descriptors Electronic learning  -  Learning processes  -  Student motivation  -  Student adjustment  -  Higher education
Language of document English
Country Egypt
The evolution of the internet has changed the nature of everything surrounding our life; the e-learning is considered the most important product resulting from this evolution, the changing from traditional learning (face to face or instructor-based) to e-learning become an urgent necessity that could be done any time any place. To achieve this goal the learners must not treated by the same way according their differences in educational level, behaviours, previous skills and ability to acquire knowledge. Learners’ behaviour identification and actions they perform is an important issue to improve learning process effectiveness and save time. Indeed, providing learners with learning resources and activities suit their preferences and their own way to acquire knowledge lead to increase their satisfaction and engagement. Since the e-learning adopting the idea of self learning, the student become independent and has opportunity to join any material from any place and time, but somehow he become isolated and lose his competitors in traditional learning, so there are some problems arise concerning this issue which are: motivation and engagement. These problems could be solved using Gamification technique or Gamified e-learning to increase learners’ engagement, improve creativity and create an environment in which the student enjoys learning process. Also the assessment apparently considered one of the most important issues; it must be accurate and reflect the real student progress (interacting, performance, engagement and grades) to provide him with a suitable reward to keep him engaged and motivated. So I propose an approach that integrates soft computing software with Gamification technique to classify learners according to their actions or behaviours, also helps learning system to be adaptive to improve the students’ engagement and motivation.(Published abstract)

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Noseir, Inas Fouad. (2018). Gamified e-learning system for improving student engagement in higher education . Future of Arab Education. Vol. 25, Special no. 111.. pp. 57-88 Retrieved from search.shamaa.org