Torio, J. O. and Bigueras, R. T. and Maligat Jr., D. E. and Arispe, M.C. A. and Cruz, J. S.Dela (2021) An Adaptive Gamification Learning Approach on Digital Logic Gates: LogIO. In: Advanced Aspects of Engineering Research Vol.12. B P International, pp. 54-62. ISBN 978-93-91215-43-9
Full text not available from this repository.Abstract
The gamified e-learning approach has been widely used as a learning and teaching strategy, particularly in higher education.This strategy has been successfully used to engage, motivate and enhance learning performances. However, learners or students react differently to game designs and game mechanics depending on the subject area that a particular gamified application though there are several studies shows that gamification enhances motivation.In this paper, we designed and implemented a specific learning model for the gamified digital logic gates or LogIO. Thus, thirty (30) learners evaluated and we determined how do game design elements affect learners in terms of motivation, performance and learning experience.The main results of this study showed that learners agreed that the motivation level and usability of LogIO have a weighted mean of 4.48 and 4.49 respectively while performance and learning experience level has 81% during the utilization of the gamified mobile application.These results support the significance and relevance of adapting particular design elements for gamified digital logic gates to enhance motivation, performance and learning experience.
Item Type: | Book Section |
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Subjects: | GO for STM > Social Sciences and Humanities |
Depositing User: | Unnamed user with email support@goforstm.com |
Date Deposited: | 31 Oct 2023 04:26 |
Last Modified: | 31 Oct 2023 04:26 |
URI: | http://archive.article4submit.com/id/eprint/1940 |