Conference paper 2021

Enhance Motivation and Engagement in Blended e-Learning for TVET Using Gamification

Proceedings of the International Conference on Electrical Engineering and Informatics
Conference
Abstract

Technical and Vocational Education and Training (TVET) offered TVET graduates more employment opportunities based on their competencies. Currently, most TVET students learn both theory and practical with blended e-learning approaches developed by TVET teachers. From the research background on the previous studies, there is some issue to be overcome. Therefore, this paper proposed to develop the application of the instructional designs on blended e-learning for selected TVET fields by incorporating gamification elements and assessing the impact of gamification usage on student motivation and engagement. Gamification is the use of game-thinking or game elements in non-game contexts. The proposed research methodology would use the ADDIE model development cycle on how to accomplish the research. The expected results will be analyzing from quantitative and qualitative data from the evaluation phase. They are some implications and limitations acknowledge in the discussion chapter. Positively with the research can prove gamification usage can enhance motivation and engagement of blended e-Iearning for TVET. © 2021 IEEE.

Keywords

Author Keywords

Gamification motivation TVET Engagement blended E-learning

Index Keywords

E-learning Teachers' Education computing Students motivation Learn+ Technical and vocational education and trainings Gamification Training students Motivation and engagements Engagement Employment opportunities Blended elearning E-learning approach
Author Affiliations
Faculty of Information Science and Technology, Universiti Kebangsaan Malaysia, Bangi, Selangor, Malaysia
Funding & Acknowledgements
No funding information
References 10 References
1 Education and Humanities Research, (2012)
2 Hanafiah, Shariful Hafizi Md, Accustoms gamification in education improves student motivation, engagement and academic performance, International Journal of Recent Technology and Engineering, 8, 2 Special Issue 3, pp. 364-367, (2019)
3 Ismail, M. E., Implementation of the Gamification Concept Using KAHOOT! among TVET Students: An Observation, Journal of Physics: Conference Series, 1140, 1, (2018)
4 8th Pancommonwealth Forum on Open Learning Pcf8, (2016)
5 International Research Symposium, (2020)
6 Aleksić-Maslac̀, Karmela, Influence of gamification on student motivation in the educational process in courses of different fields, 2018 41st International Convention on Information and Communication Technology, Electronics and Microelectronics, MIPRO 2018 - Proceedings, pp. 783-787, (2018)
7 Indian Journal of Science and Technology, (2019)
8 International Journal of Humanities Arts and Social Sciences, (2018)
9 Int J Educ Islam Stud Soc Sci Res, (2019)
10 Mese, Can, Effectiveness of gamification elements in blended learning environments, Turkish Online Journal of Distance Education, 20, 3, pp. 119-142, (2019)
Quick Actions
Full Text via DOI
Citation Metrics
4
Times Cited (Scopus)

References 10
Document Identifiers