Showing posts with label gamification. Show all posts
Showing posts with label gamification. Show all posts

Thursday, 19 June 2025

Revolutionizing Online Learning for Optimal Performance |Chapter 7 | An Overview of Literature, Language and Education Research Vol. 4

Many universities have even implemented hybrid courses incorporating classroom and online learning into the learning environment. Reimagining online learning is a critical step toward achieving peak academic performance in higher education. Since the pandemic, online learning has increased in popularity providing increased accessibility and allowing students to attend classes from anywhere at any time. Online learning has many advantages as well as disadvantages which can all be managed with a well-designed course. The most obvious benefits are flexibility and cost savings with students having the ability to hold a job. As online education grows, online learning will likely become an increasingly important component of education at all levels. Higher education plays an important role in society today as it contributes to economic development and experiential learning opportunities that advance knowledge and engage students in critical thinking in their field of study. Online discussions provide a means for student reflection and contribute to the student's overall success and performance in their academic and professional communities. While online learning has challenges, an increase in online learning indicates that the positive changes that occurred during COVID-19 are here to stay. Effective educators must take the time to understand their strengths and skills to target their students’ potential and improve their growth. Focusing on positive solutions and recognizing success boosts student morale and helps them achieve their goals by fostering a spirit of innovation.

 

Author (s) Details

Karolina Kopczynski
American Public University System, School of Arts, Humanities and Education, American Public University, Charlestown, WV, USA.

 

Cynthia Silvia
American Public University System, School of Business, American Public University, Charlestown, WV, USA.

 

Please see the book here:- https://doi.org/10.9734/bpi/aoller/v4/2227

 

Thursday, 27 February 2025

Examining Digital Storytelling and its Developing Formats | Chapter 18 | Digital Crossroads: Integrating Humanities, Science and Technology Edition 1

The advent of digital technologies has revolutionized the art of storytelling, giving rise to innovative narrative forms and transforming the way stories are created, consumed, and interacted with. This paper examines the evolving landscape of digital storytelling, tracing its development from traditional linear narratives to immersive, interactive, and transmedia experiences. The research investigates the impact of digital platforms on narrative structure, audience engagement, and the role of the storyteller and emphasizes various digital storytelling formats, including interactive documentaries and virtual reality (VR) experiences, transmedia narratives and cross-platform storytelling, social media and online community-driven storytelling, gamification and participatory storytelling. The study highlights the potential of digital storytelling to democratize the narrative process, foster empathy and understanding, create new opportunities for creative expression and contribute to one’s understanding of digital storytelling's transformative power and its implications for the future of narrative.

 

Author (s) Details

 

L. Sunitha
Department of English, Koneru Lakshmaiah Education Foundation (Deemed to be University), Andhra Pradesh, India.

 

M. Sandra Carmel Sophia
Department of English, Koneru Lakshmaiah Education Foundation (Deemed to be University), Andhra Pradesh, India.

 

Durgarao Kathula
Department of English, Bonam Venkata Chalamayya Institute of Technology & Science, Batlapalem, Amalapuram, India.

 

Please see the book here:- https://doi.org/10.9734/bpi/mono/978-93-48859-10-5/CH18

Monday, 17 February 2025

Comparing Traditional and Innovative Education Approaches in an Introductory Computer Science Course: A Case Study | Chapter 6 | An Overview of Literature, Language and Education Research Vol. 10

Innovative education focuses on developing skills such as creativity and critical thinking while enhancing the student experience. This study compared the effectiveness of a traditional versus an innovative teaching approach in an introductory computer science course. The innovative approach incorporated generative AI activities, where students had to use AI in order to build a specific report, practical elements, where pupils had to carry out individual coding projects, and team-based projects, where learners had to solve a collection of problems, alongside a traditional final exam. Hence, the research question was whether the use of an innovative learning paradigm would make a difference with respect to a traditional learning one. Results showed statistically significant improvements in both average grades (13.8%) and success rates (12%) using the innovative approach. Additionally, T-test results showed a statistically significant difference between the distribution of grades obtained with both approaches, thus meaning that the findings obtained are reliable and not due to change. Specifically, the outcome of a two-sided T-test led to a p-value of 0.013, which is lower than the significance value considered, namely 0.05. However, further research is needed to investigate the generalizability of these findings to diverse student populations and other computing courses.

 

Author (s) Details

 

Pedro J. Roig
Miguel Hernández University, Elche, Spain and University of the Balearic Islands, Spain.

 

Salvador Alcaraz
Miguel Hernández University, Elche, Spain.

 

Katja Gilly
Miguel Hernández University, Elche, Spain.

 

Cristina Bernad
Miguel Hernández University, Elche, Spain.

 

Carlos Juiz
University of the Balearic Islands, Spain.

 

Please see the book here:- https://doi.org/10.9734/bpi/aoller/v10/4312

Tuesday, 11 February 2025

Gamified E-learning in Programming Education: A Review of Research on Engagement and Learning | Chapter 22 | Innovative Solutions: A Systematic Approach towards Sustainable Future

Conventional learning methods often fall short in effectively engaging learners, hindering the development of critical programming skills in a world demanding a skilled workforce. The integration of gamification in programming education has garnered significant attention as a potential solution to enhance engagement, motivation, and academic performance among students. It transforms the learning environment by offering interactive experiences and by focusing on particular programming skills required. This review paper synthesizes findings from recent research studies on gamified coding e-learning platforms, analyzing various gamification strategies and their impacts on learning outcomes. Gamification elements like points, badges, and leader boards foster a competitive and engaging learning environment, empowering learners to master coding skills with enthusiasm. The analysis reveals that gamification can significantly improve students’ motivation and engagement, although its effectiveness varies depending on the specific context and design of the gamified elements. This paper concludes by discussing the implications of these findings for future research and the development of more effective gamified learning environments in programming education.

 

Author (s) Details

 

Pallavi M O
Department of MCA, Acharya Institute of Technology, Bangalore, 560107, India.

 

G. Nivetha
Department of MCA, Acharya Institute of Technology, Bangalore, 560107, India.

 

Please see the book here:- https://doi.org/10.9734/bpi/mono/978-93-49238-47-3/CH22

Monday, 15 April 2024

Assessing Potentials of Game-Perspective at Workplace: A Changing Paradigm for HR Transformation | Chapter 10 | Recent Research Advances in Arts and Social Studies Vol. 7

Dynamism is the bell tone of the present era and workplaces are considered to be the grass-root of the productive outcome and gamification approaches act as a synergy for a progressive future. The literature of the study hovers around workplace satisfaction, meaning workplace, gaming proponents, work dimensions, gamification techniques, aesthetic workplace and skill-centric gamified platform – all aligning towards a holistic gamified workplace for employee wellbeing. The study focuses on exploring the perception level of game concepts and identifying and implementing gamified work environments for present-day business houses. The research design is exploratory in nature through primary and secondary collection methods. The study reveals awareness, preference, understanding, benefits and skill level magnitudes through game-based practices. The paper upholds the playful dimensions in work settings with chords of innovative techniques that potentially pave the way toward organizational excellence.


Author(s) Details:

Partha Naskar,
Personnel & Administrative Reforms Department, Netaji Subhas Administrative Training Institute, Government of West Bengal, Kolkata, India.

Biki Digar,
Department of Commerce, K. D. College of Commerce and General Studies, Midnapore, West Bengal, India.

Samadrita Ghosh,
Department of Commerce, Vidyasagar University, Midnapore, West Bengal, India.

Please see the link here: https://stm.bookpi.org/RRAASS-V7/article/view/14082

Saturday, 3 February 2024

Escape Room and Its Impact as an Educational Evaluation Tool | Chapter 6 | Progress in Language, Literature and Education Research Vol. 4

The change from a traditional learning paradigm towards an active learning one requires not only the deployment of a new way of facing theory and practice sessions from both teachers and students, but also an alternative manner to evaluate learners. In this paper, a model of escape room has been designed as a variation of the sequential path one, as the path is divided into a series of levels which must be traversed in a sequential order, such that one level must not be started until the previous one has already been cleared. We implemented this activity as an evaluation tool for a subject related to network fundamentals and the three goals we proposed beforehand were all achieved, such that an increment in the academic performance, a rise in the success rate, and a high level of engagement. Basically, the aim of this study is to check whether those three targets are achieved by introducing escape rooms as an evaluation tool in a course related to network fundamentals with 63 students, taught at a bachelor's degree level. The methodology used in this study was the application of statistical analysis to both the grades obtained by learners in the escape rooms and the answers to the Student Engagement Scale SES-4D related to the engagement they experimented during the escape rooms. The results obtained present an 11% rise in the average academic performance with respect to the average of previous academic years, a 15% increase in the success rate and an overall average of 4.1 in a 5 point likert-type when it comes to students’ engagement. Therefore, the outcome achieved is definitely positive from all three points of view, thus leading us to recommend the use of escape rooms in other courses.

Author(s) Details:

Pedro Juan Roig Roig,
Miguel Hernández University, Elche, Spain and University of the Balearic Islands, Spain.

Salvador Alcaraz,
Miguel Hernández University, Elche, Spain.

Katja Gilly,
Miguel Hernández University, Elche, Spain.

Cristina Bernad,
Miguel Hernández University, Elche, Spain.

Carlos Juiz,
University of the Balearic Islands, Spain.

Please see the link here: https://stm.bookpi.org/PLLER-V4/article/view/13148


Monday, 30 August 2021

Study on Gamification of the Subjects on Statistics: An Approach towards Designing an Escape Room | Chapter 1 | Modern Perspectives in Language, Literature and Education Vol. 7

 Education, as a collection of approaches, has suffered from a lack of innovation in recent years. Despite the fact that ICTs were used in many classrooms at all levels of education, something was missing. As a result, gamification emerged as a potential solution to this problem. As a result, the goal of this project is to design an educational Escape Room for use in higher education, as well as to analyse data gathered from an ad hoc questionnaire. After finishing the game, the participants of the pilot experience completed a questionnaire. Furthermore, ICTs are offered as a solution. solution to cope with COVID-19 standards while also lowering installation costs in terms of both money and time The findings demonstrate that there are significant relationships between many aspects of the game, and overall pleasure is high. As a result, despite the time and effort required, installing an educational Escape Room appears to be beneficial to kids.


Author (S) Details

F. Sánchez-Cubo
University of Castilla-La Mancha, Spain.

View Book :- https://stm.bookpi.org/MPLLE-V7/article/view/2866