期刊
出版社
IEEE
关键词
game-based learning; gamification; programming; Kahoot; Class Response System; active learning
资金
- Universiti Teknologi MARA through the Academic & Research Assimilation (ARAS) [600-RMI/DANA 5/3/ARAS (17/2015)]
The use of game-based learning in the classroom has turned out to be a trend nowadays. Most game-based learning tools and platforms are based on a quiz concept where the students can score points if they can choose the correct answer among multiple answers. Based on our experience in Faculty of Electrical Engineering, Universiti Teknologi MARA, most undergraduate students have difficulty to appreciate the Computer Programming course thus demotivating them in learning any programming related courses. Game-based learning approach using a Game-based Classroom Response System (GCRS) tool known as Kahoot is used to address this issue. This paper presents students' perceptions on Kahoot activity that they experienced in the classroom. The study was carried out by distributing a survey form to 120 students. Based on the feedback, majority of students enjoyed the activity and able to attract their interest in computer programming.
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