scholarly journals Research on Programming Teaching Strategy Based on Gamified Learning in Primary School

2018 ◽  
Vol 8 (9) ◽  
Author(s):  
Ma Zong-bing
Author(s):  
Kamini Jaipal-Jamani ◽  
Candace Figg

Digital game-based learning (DGBL) has been identified as an effective digital teaching strategy to foster 21st century learning. The inclusion of digital game-based learning in instruction is challenging for educators to structure in higher education learning environments, often because of the lack of coherence with curriculum. Gamification is a recent DGBL strategy that enables the instructor to incorporate the motivational and engagement elements of games in ways that can be adapted to curriculum requirements. Gamification, supported with digital technologies such as web-based tools and learning management systems, offers the instructor the benefits of both face-to-face traditional instruction and online learning. An example of how blended learning in higher education incorporates gamification is presented. Study findings indicate that the blended gamified learning environment motivated learners and promoted cognitive, skill, and attitude development.


2020 ◽  
Vol 17 (2) ◽  
pp. 94-110 ◽  
Author(s):  
John Aries I Malahito ◽  
Maria Ana T Quimbo

In this era of digital media, teachers are competing against technological advancements in gaining students’ engagement and attention. Incorporating game elements in the learning environment known as gamification is a new field of study that re-engages students in learning. This study was done primarily to create a gamified learning environment that will serve as another teaching strategy to engage students in learning. The learning environment was aligned with the principles of gamification and was called Gamified-Class or simply G-Class. Using data gathered from 27 freshman college students, G-Class was developed following the Analysis–Design–Development–Implementation–Evaluation model of instructional design and using the Mechanics–Dynamics–Aesthetics framework of game design. The material was implemented in a General Physics class through a quasi-experimental research design. A G-Class mobile and desktop application together with a user guide was created. G-Class was evaluated both as instructional design material and as instructional task. As an instructional design, it was assessed in terms of content and learning objectives; design, interactivity, and usability; and assessment aligned with learning outcomes. As an instructional task, G-Class was assessed using the Intrinsic Motivation Inventory which consisted of four subscales in a 7-point Likert scale, namely, interest/enjoyment, perceived competence, choice, and pressure/tension. Overall, G-Class was given positive rating both as instructional material and as instructional task. With an overall rating of 5.60, students were found to be more engaged with their subject. Applying gamification in the learning environment pointed to its beneficial effects in enhancing students’ engagement in learning.


Author(s):  
Alharbi Awatif Abdullah M. ◽  
Cuihong Yang

As learning at a primary school level is a critical process in setting foundations for individuals’ development, a sensitive and meticulous approach should be taken in the process of instruction and teaching strategy development for various subjects of the school curriculum. Learning can be divided into various types, with cooperative and active being recognized as a key component that may result in better study outcomes. Active learning has been a subject of this study. The paper explores the ways to achieve superior job math achievement among students through impacting their motivation. The study aims to explore the methods of active learning applied in primary school math classes. After the research model has been developed, a similar questionnaire survey was constructed and conducted on the sample of Saudi Arabian pupils and teachers. The subject of the study is Saudi Arabia, a developed economy that based most of its development on oil exports. To stay competitive, new strategies and ways of competitiveness need to be found. The education of its nationals is an important pillar in achieving the overall competitiveness of the country. The data was collected in primary schools in Makkah city. 1060 students and 61 teachers participated in the project. The data was analyzed using SPSS. The quantitative analysis consisted of descriptive statistics calculation, assumption testing, correlation analysis and regression analysis. The findings of the research suggest that active learning enhances student motivation. Another finding of the paper shows that increasing certain factors of student motivations will result in better math achievement. Thus, the findings of the research can be useful for the educators and policymakers to suggest introducing more active learning into the curriculum.


2020 ◽  
Vol 9 (1) ◽  
pp. 53-61
Author(s):  
Alpona Shirin

This study focused on teachers’ attitude towards using games in teaching-learning activities of learning vocabulary. The purpose of this research is to explore teachers’ attitude to the use of a game for learning vocabulary of the students. A qualitative study was conducted with 12 teachers of Azampur Government Primary School of Dhaka city, Bangladesh to gain in depth knowledge of the issues. An everyday game of children named ‘Tic-tac-toe’ was chosen for teachers to teach vocabulary rather traditional process of memorizing. Then, semi-structured focus group interviews were used as tool to collect data from teachers after observing students playing the game. Data was then analyzed for thematic contents by standard content analysis framework which yielded six major themes such as play-based teaching strategy, language development, classroom environment, learning by doing approach, acceptance and barriers on adopting play-based strategy. Overall, findings showed positive attitude towards using game for learning vocabulary of a foreign language. The implications of this study imply that the themes can be effective in classroom practice of Bangladeshi classroom.


Comunicar ◽  
2005 ◽  
Vol 12 (24) ◽  
pp. 171-176
Author(s):  
Guadalupe Hernández-Luviano

«Encyclomedia» is a teaching strategy based on a system that integrates media and resources for learning in the classroom with the support of a computer, an electronic blackboard, a projector and a printer. It intends to integrate media, tools and resources in the classroom practice, in order to support the teaching and learning process. It is structured from the digitalization of the free textbooks distributed by the Ministry of Education, enriched with links with videos, audios, interactive activities, virtual encyclopedias and resources that complement the topics of the syllabus of the primary school. Enciclomedia es una estrategia educativa basada en un sistema que integra y articula medios y recursos para el aprendizaje, con el apoyo de una computadora, un pizarrón electrónico, un dispositivo de proyección y una impresora por salón de clase. Pretende integrar a la práctica educativa cotidiana, medios, herramientas y recursos que apoyen los procesos de enseñanza y de aprendizaje. Está estructurada a partir de la digitalización de los libros de texto gratuito de la Secretaría de Educación Pública enriquecidos con ligas a vídeos, audios, interactivos, enciclopedias virtuales y a programas y recursos que complementan los temas del programa de estudios de educación básica.


Author(s):  
Kamini Jaipal-Jamani ◽  
Candace Figg

Digital game-based learning (DGBL) has been identified as an effective digital teaching strategy to foster 21st century learning. The inclusion of digital game-based learning in instruction is challenging for educators to structure in higher education learning environments, often because of the lack of coherence with curriculum. Gamification is a recent DGBL strategy that enables the instructor to incorporate the motivational and engagement elements of games in ways that can be adapted to curriculum requirements. Gamification, supported with digital technologies such as web-based tools and learning management systems, offer the instructor the benefits of both face-to-face traditional instruction and online learning. An example of how blended learning in higher education incorporates gamification is presented. Study findings indicate that the blended gamified learning environment motivated learners and promoted cognitive, skill, and attitude development.


Optics ◽  
2021 ◽  
Vol 2 (4) ◽  
pp. 228-235
Author(s):  
Rosa Ana Pérez-Herrera ◽  
Santiago Tainta ◽  
Cesar Elosúa

The idea of utilizing game elements in non-gaming situations has sparked a lot of attention in recent years, especially in topics such as education and training. Game-based techniques appear to be an increasing trend in a wide range of learning areas, including health, social policy, and engineering, among others, not only in primary school but also in higher formal education. Using this methodology, the learning process becomes more stimulating while also reaching a competitive level in some circumstances. In the present work, the authors propose a new gamification strategy based on an escape-room in which all the puzzles to be passed are related to the area of optics and photonics and use readily available or low-cost equipment. The major field of application of this novel teaching strategy will be the practical section of a course, that is usually carried out in a laboratory, and will be aimed at both undergraduate and master’s degree students. A coevaluation method is also proposed where the rest of the students will provide valuable feedback to each one of their colleagues and to the instructor.


1997 ◽  
Vol 27 (3) ◽  
pp. 262-269 ◽  
Author(s):  
Z. TOROS SELCUK ◽  
T. CAG-LAR ◽  
T. ENUNLU ◽  
T. TOPAL

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