Game-Based Learning as a Tool for Enhancing Student Engagement and Learning Experiences in Virtual Classes

Citation

Ismat, Zahra and Neo, Mai and Hew, Soon Hin and Leow, Fui Theng and Ang, Kok Yew and Tan, Yun Yi (2022) Game-Based Learning as a Tool for Enhancing Student Engagement and Learning Experiences in Virtual Classes. In: 14th International Conference on Education and New Learning Technologies, 4-6 July 2022, Palma, Spain.

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Abstract

The Covid-19 crisis has not only affected our daily lives but also our education system, as now, the challenge faced is how to maintain our teaching and learning online. Recent developments in online learning have shown that we can not rely merely on students to engage with the courses. There is a need to provide students with enough opportunities to indulge in the class material. Advancement in education technologies allows educators to design an effective learning environment to improve the learning outcomes. However, it is becoming more challenging for educators to provide an effective learning environment for online learning. Some of the challenges faced in student learning were: 1) students become distracted when an online task is given because it was not instructed properly, and 2) students did not feel connected to the topic taught and as a result, were experiencing low motivation levels.

Item Type: Conference or Workshop Item (Paper)
Uncontrolled Keywords: Online learning, problem-solving, education, game-based learning, digital tech
Subjects: L Education > LB Theory and practice of education > LB1060 Learning
Divisions: Faculty of Creative Multimedia (FCM)
Depositing User: Ms Nurul Iqtiani Ahmad
Date Deposited: 26 Oct 2022 09:31
Last Modified: 26 Oct 2022 09:31
URII: http://shdl.mmu.edu.my/id/eprint/10319

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