Enhancing the performance in education by implementing gamification
E-learning; Enhanced learning; Game elements; Gamification; Gamified learning; Tool based learning
The gaming industry is growing rapidly in the present generation along with the advancement of technology. Gaming has captured all the young minds with its high and realistic graphics. What makes the gaming industry so attractive is that the players have complete freedom in the game. Freedom to fail, they can try until they succeed another feature is that game is user-centric. Consequently, a lot of research is been in the field of education to increase student's engagement towards studies. The main aim of this paper is to combine these game elements with learning to see if it yields better results. A quantitative approach is used to analyze the student's performance and interest in learning. Using these game elements in education will encourage the students to learn as well as have the flexibility to complete the course at their own pace. Copyright 2019 American Scientific Publishers All rights reserved.
Journal of Computational and Theoretical Nanoscience, Vol-16, No. 45813, pp. 2609-2613.
https://doi.org/10.1166/jctn.2019.7938 https://www.scopus.com/inward/record.uri?eid=2-s2.0-85068554427&doi=10.1166%2fjctn.2019.7938&partnerID=40&md5=ac5122e3774e509e2ce7384bb30026a0
Ajith R., Department of Computer Science, CHRIST (Deemed to Be University), Karnataka, 560084, India; Vinay M., Department of Computer Science, CHRIST (Deemed to Be University), Karnataka, 560084, India