Bringing gamification into the classroom: An empirical study to investigate the perceived usefulness and perceived engagement

fhtadminCurrent Issue

The advancement of ICT has expedited the decline of knowledge-based learning. Gamification is considered an enhanced pedagogical way to foster knowledge transfer and construct students’ learning in formal education. The term refers to "the phenomenon of creating gameful experiences". Simultaneously, it provides a potential option to improving competency-based learning, which is considered a more relevant educational method. We have conducted an empirical investigation to examine the perceived usefulness and perceived engagement of gamified learning in higher education. Please have a look at the infographics to learn more about the research project.

Image
Image
Image
Image
Image
Image
Image