To study The Impact of Gamification Technology on Students’ performance and motivation in schools. This topic is considered a new trend, as many people are unaware of the word “gamification” and the relation it has to do with learning.
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6. Summary of regulatory framework of UK.
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Gamification can make learning more fun and engaging for students. Software engineering can utilize gamification to help students learn and improve their skills from the complexity of software engineering. This study used quantitative research to examines perceived ease of use, student satisfaction, and perceived usefulness to measure gamification quality, which can have an impact on software engineering intention, namely intention, loyalty, and participation in following and understanding software engineering materials. The data was collected based on an online questionnaire survey, 90 data were collected and then measured and analyzed using SmartPLS 3. The results showed that perceived ease of use, student satisfaction, and perceived usefulness have a significant influence on gamification quality, which also leads to a positive impact on software engineering intention. This research guides teachers and educational institutions that gamification is very successful as a learning medium to simplify complex information to be more interactive.
curriculum is the most important part of any education system . In this presentation I explained about the foundations and the components of curriculum
This presentation addresses student technology ownership patterns and preferences, hybrid learning models, as well as innovations/developments in microlearning, collaborative learning, and microcredentialing.
Research Proposal on: Teacher’s knowledge & curriculum effect on student’s le...Ghulam Mujtaba
Learning is the central concern of teachers they need to be equipped with a well-informed understanding of learning that takes account in particular of its socially situated dimensions. Learning is a phenomenon detachable from context and transferable elsewhere only under specific conditions. Nor is learning a purely individual accomplishment, being achieved alongside others in definable circumstances and in relation to particular cultural communities. Our account of this situatedness of learning is presented in terms of two well-known examples, Brazilian street vendors and English girls at home and at nursery school. The authors present a view of pedagogy consistent with the theoretical account of learning and based on four elements: situated practice, overt instruction, critical framing and transformed practice. This view is not so much prescriptive as a means of providing a vocabulary for critical discussion of teaching and learning in practice.
education policies and development in pakistan 1947 to 2009Rashna Asif
This presentation is all about the education policies and development that implement or not implement in Pakistan. all the policies discuss briefly. in this ppt slides, all policies from 1947 to 2009 discuss briefly.
Advantages and limitations of subjective test itemsTest Generator
In the world of test creation software and online exam makers, we often hear talk of objective and subjective questions and their differing effects on test takers. Take a look at our presentation for a quick overview.
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Active learning is best demonstrated in a learner-centered approach. This short article explores few active learning strategies and the use of technology in class. Feel free to comment in the comments section.
This document consists of data related to curriculum of United Kingdom. Here is the Agenda of this document;
1. Introduction.
2. What is National Curriculum?
3. Establishment of National Curriculum.
4. The current national curriculum of UK.
5. Regulatory Framework for private Sector.
6. Summary of regulatory framework of UK.
This paper introduces the notion of holistic education into the context of higher education eco-systems. The study intends to conceptualize the theme and list out issues and challenges present education system faces with intent to connect with a wider set of teaching and learning paradigms to upgrade the capabilities of higher education eco-systems. Study recommends the need of combining experiential based learning (EBL). The study also recommends the changes needed to be adopted at this time in higher education viz by Simmi Vashishtha and Kamaljit Singh 2020. Higher education: issues, challenges and suggestions. International Journal on Integrated Education. 3, 8 (Aug. 2020), 112-118. DOI:https://doi.org/10.31149/ijie.v3i8.543 https://journals.researchparks.org/index.php/IJIE/article/view/543/519 https://journals.researchparks.org/index.php/IJIE/article/view/543
Gamification can make learning more fun and engaging for students. Software engineering can utilize gamification to help students learn and improve their skills from the complexity of software engineering. This study used quantitative research to examines perceived ease of use, student satisfaction, and perceived usefulness to measure gamification quality, which can have an impact on software engineering intention, namely intention, loyalty, and participation in following and understanding software engineering materials. The data was collected based on an online questionnaire survey, 90 data were collected and then measured and analyzed using SmartPLS 3. The results showed that perceived ease of use, student satisfaction, and perceived usefulness have a significant influence on gamification quality, which also leads to a positive impact on software engineering intention. This research guides teachers and educational institutions that gamification is very successful as a learning medium to simplify complex information to be more interactive.
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The impact of gamification technology on students performance motivation
1. The Impact of Gamification
Technology on
Students’ performance and
motivation in schools
By: Sherin Haroun El Rashied
2. Welcome
• Our research proposal today will be about The Impact of
Gamification Technology on Students’ performance and
motivation in schools.
• This topic is considered a new trend, as many people are
unaware of the word “gamification” and the relation it has to
do with learning.
• “Gamification” is the application of game-design elements and
Gamification technology is where games are used as a tool in
education.
• Since the new generation learners are becoming more digitally
dependent, we assumed that gamification can be used in
education particularly to enhance students’ performance and
motivation.
• Accordingly, our aim of today’s research proposal is to identify
to what extent learning using gaming as a tool (Gamification
Technology) will affect the educational process as a powerful
tool for catalyzing attention and its influence as an educational
approach.
4. 1. Background
• The concept of Gamification Technology was already known almost one
hundred years ago. The origins of Gamification Technology were in the early to
mid 20th century in Soviet Union, where factory workers competed with each
other to increase production, using points and other game-like elements.
• Later, in American management, in the 21st century, the strategy of turning the
workplace into a more playful setting reappeared.
• In 1984, Coonradt (2007) “grandfather of Gamification Technology ”, published
the first edition of his book The Game of Work, where he applied game
principles in business contexts, dealing with employee motivation.
• Gamification Technology creates a kind of engagement with games that can be
translated to an educational context towards facilitating learning and influencing
student behavior.
• Educators have been exploring ways to utilize gamification power for motivation
and its application to the classroom.
5. 2. The Problem Statement - Aim
The Aim of the study
To identify to what extent Gamification Technology will affect the
educational process as a powerful tool for catalyzing student
performance & motivation in schools.
6. 2. The Problem Statement - Objectives
Investigate the relationship
between using Gamification
Technology in education and its
impact on students’ success,
(increasing their innovative
imagination and qualifications).
Determine key characteristics of
successful usage of Gamification
Technology in the educational
process.
Enhance educational processes
by using Technology in line with
global technological
developments.
Study the impact of Gamification
Technology on education.
Study the growing
phenomena of integrating
Gamification Technology into
education and how it became
an educational approach to
motivate students.
Study the ecosystem support using
Gamification Technology in
educational process.
7. 2. The Problem Statement - Research Questions?
03
01
02
Does Gamification Technology have
a direct impact on educational
development?
Do students prefer studying using
Gamification Technology rather
than the commonly methods?
Does Technology Based Learning
facilitate understanding?
04 Is there a direct relation between
Gamification Technology and
students’ innovative and
imaginative qualifications?
Will there be a sufficient budget
to introduce such modern means
of education in Egypt?
Does the ecosystem support
using Gamification Technology in
educational process?
05
06
9. 3. Literature Review
Introduction
Gamification Technology in
education is an up and
coming idea. This paper will
look at what Gamification
Technology is and its effects
on student motivation and
performance. Intrinsic and
extrinsic motivation are also
discussed and the effects
Gamification Technology
has on both types..
Background
The origins of Gamification
Technology appeared in the
early to mid-20th century in
Soviet Union, where workers
and factories used to compete
to increase production. Later,
the American management, in
the 21st century, developed a
strategy of turning the
workplace into a more playful
setting, as stated by Coonradt,
2007, The Game of Work..
Theoretical research
The potential that
technology has to motivate
students is discussed as it
relates to expectancy-value
model of motivation which
focuses three areas of
motivational theory
(Pintrich & Schunk, 1996)
Empirical Studies
The use of simulations
and digital games in
education is expected to
increase over the next
years. Although there are
much support for the
benefits of digital games
in education, there is
mixed empirical support
stated in Education,
Pearson’s research report
series.
The criticism
Some teachers believe that
Gamification Technology
must be avoided since it
has the potential to
decrease intrinsic
motivation, due to its use
of extrinsic motivators.
Its application in education
is still an emerging trend.
10. 4. Scope of Study
This research studies and analyzes the Impact
of using Gamification Technology on Students’
motivation and performance in International
schools (American Diploma and British IGCSE).
11. • The new generation learners
are digital natives, who are
growing up with digital
technologies.
• In an attempt to solve the above
stated concerns, we suggested to
carry out this study to investigate
the impact of Gamification
Technology on students’
motivation and performance.
• On the other hand, educators
are currently facing major issues
on how to increase students’
motivation and performance.
• On the theoretical level, this
research will be an added value
and will contribute to the
literature review already
present.
5. Relevance of The Study
12. 2 3 4 5
This is a causal study,
hypothesis-testing
study. A field
experiment will be
carried out in two to
three schools using
gamification tools and
monitoring its impact
students’ motivation
and engagement.
Purpose
The extent of
research interference
will be minimal
interface, and the
study setting will be
non-contrived
Interference & Setting
The research strategy
will be mixed
methods including;
• Survey
• Experiments
• Observation
• Case study
Strategy
The unit of analysis
will be groups of
students and their
teachers.
Unit of analysis
The time horizon
will be longitudinal
study to identify
cause-and-effect
relationships.
Time frame
6. Research Design
1
15. 6. Research Design – Source of Data
Primary Data
Focus groups Panels
Government
Publications
(educations, e-
learning and new
technology.
Secondary Data
Information
gathered from
schools
(no. of students,
grades &others)
17. 6. Research Design – Measurement
Measurement:
To measure the impact of gamification Technology on Students’ performance
& motivation we can measure the following variables.
18. 6. Research Design – Sampling design
School students of
International schools,
systems chosen are
American Diploma and
British IGCSE.
1. The School students from the
following stages:
A. Primary
B. Preparatory
C. Secondary
2. Educators of the above
mentioned stages.
A random sample of 2-3
schools are chosen from
the above mentioned
educational systems and
are studied in depth.
Population Clusters Sample
19. 6. Research Design – Data analysis
The unit of analysis will be groups of:
Students Teachers
Validation: Correlational Analysis will be performed to measure the
impact of Gamification Technology and Students’
performance/motivation, using statistical testing and SPSS tools.
20. 7. Time Plan
As previously mentioned, this is a longitudinal study, accordingly the time frame
necessary for the completion of this research project will be approximately 12
months. During which, periodic analytical reports will be provided on the results
achieved.
12 months
9 months
week
2 weeks
1 month
3 weeks
week
2 weeks
21. Budget items directly tied
to the project
Ex: Salaries and Wages,
Equipment, Materials and
Supplies
Budget items indirectly
tied to the project
Ex. Services & Others
Non-Financial cost
Ex. Include time (working
hours) and efforts (man
hours)
Direct Indirect Non-Financial
8. Budget
22. 8. Budget
Description Cost
Cost Directly Tied to the Project
Salaries and Wages
• Academic personnel
• Research assistants
• Interviewers
• Technicians
• Computer programmer
• Administrators
XX
XX
XX
XX
XX
XX
Equipment
• Fixed equipment
• Movable equipment
• Equipment installation
XX
XX
XX
Materials and Supplies
• Office supplies specifically for project
• Communications
• Test materials or samples
XX
XX
XX
Total Cost Directly Tied to the Project xxx
Cost Indirectly Tied to the Project
Services (ISR services (e.g., surveys), Data analysis) XX
Other (Purchase of data, periodicals, books XX
Total Cost Indirectly Tied to the Project xxx
Grand Total xxxx
23. 1. Gamification Technology in Education, Susan Sandusky, University of Arizona.
2. Gabriela Kiryakova1, Nadezhda Angelova2 and Lina Yordanova3 in Gamification Technology in education.
3. Coonradt (2007) published the first edition of his book The Game of Work. Coonradt, known as the “grandfather of
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