| _version_ |
1860799460316020736
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| building |
INTELEK Repository
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| collection |
Online Access
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| collectionurl |
https://intelek.unisza.edu.my/intelek/pages/search.php?search=!collection407072
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| date |
2010-01-10 01:39:49
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| eventvenue |
Universiti Pendidikan Sultan Idris
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| format |
Restricted Document
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| id |
6087
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| institution |
UniSZA
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| originalfilename |
0859-01-FH03-FKI-18-13321.pdf
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| person |
Canon SC1011
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| recordtype |
oai_dc
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| resourceurl |
https://intelek.unisza.edu.my/intelek/pages/view.php?ref=6087
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| spelling |
6087 https://intelek.unisza.edu.my/intelek/pages/view.php?ref=6087 https://intelek.unisza.edu.my/intelek/pages/search.php?search=!collection407072 Restricted Document Conference Conference Paper application/pdf 3 1.3 Adobe Acrobat Pro DC 20 Paper Capture Plug-in Canon SC1011 2010-01-10 01:39:49 0859-01-FH03-FKI-18-13321.pdf UniSZA Private Access Accustomed to Computational Thinking Through Gamification of Learning Model. Gamification involves game-thinking and game mechanics llrocess to eucourage user engagement and influencing thern to solve problems. Camification of education means the use of video game mechanics and dynamrcs as a strategy to inl'use ordinary activities or processes to sllpport 21st centur!'iearning and facilitation process. With lBestariNet (1BN) project, a virtual learning environment (VLE) named Frog was chose to support Malaysian school environment and commut-tit1r. Frog VLE combines conventional education concept rvrth cloud computing technologies. With Frog VLE, leaming and facilitation (pentbelajaran dan pemtdahcaraan, PdPc) can be done ubiquitously tr,venty-four hours daily seven days a week; with computing devices and Intemet connection. Malaysia Ministry of Education (Moli) introdnces a new curricnlum for secondarv school's educalion: Ktrihittm Standard Sekolah MenengcLh (KSSM); on 20'l7. One of the new sr-rbject been introduced ancl rebranding along is lsas Sains Kontptrer; ,4SK (Computer Science Basics) that will be teach to lower secondary students. KSSM ASI( objectives is to prepare students with cornputational thinking knorvledge and skills. Computational thinking is a thinking process which invoives an ability to think, understand, and applying computer-basecl solutions to so1r,e problems effectivel-v. This paper describes a design to apply gamification in ASK, hence promotes motivation, engagement and accustomed students with computational thinking through gamification of leaming ARCS-G n-rodel via Frog VLE. The 2nd International Conference On ICT In Education. Universiti Pendidikan Sultan Idris
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| spellingShingle |
Accustomed to Computational Thinking Through Gamification of Learning Model.
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| summary |
Gamification involves game-thinking and game mechanics llrocess to eucourage user engagement and influencing thern to solve problems. Camification of education means the use of video game mechanics and dynamrcs as a strategy to inl'use ordinary activities or processes to sllpport 21st centur!'iearning and facilitation process. With lBestariNet (1BN) project, a virtual learning environment (VLE) named Frog was chose to support Malaysian school environment and commut-tit1r. Frog VLE combines conventional education concept rvrth cloud computing technologies. With Frog VLE, leaming and facilitation (pentbelajaran dan pemtdahcaraan, PdPc) can be done ubiquitously tr,venty-four hours daily seven days a week; with computing devices and Intemet connection. Malaysia Ministry of Education (Moli) introdnces a new curricnlum for secondarv school's educalion: Ktrihittm Standard Sekolah MenengcLh (KSSM); on 20'l7. One of the new sr-rbject been introduced ancl rebranding along is lsas Sains Kontptrer; ,4SK (Computer Science Basics) that will be teach to lower secondary students. KSSM ASI( objectives is to prepare students with cornputational thinking knorvledge and skills. Computational thinking is a thinking process which invoives an ability to think, understand, and applying computer-basecl solutions to so1r,e problems effectivel-v. This paper describes a design to apply gamification in ASK, hence promotes motivation, engagement and accustomed students with computational thinking through gamification of leaming ARCS-G n-rodel via Frog VLE.
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| title |
Accustomed to Computational Thinking Through Gamification of Learning Model.
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| title_full |
Accustomed to Computational Thinking Through Gamification of Learning Model.
|
| title_fullStr |
Accustomed to Computational Thinking Through Gamification of Learning Model.
|
| title_full_unstemmed |
Accustomed to Computational Thinking Through Gamification of Learning Model.
|
| title_short |
Accustomed to Computational Thinking Through Gamification of Learning Model.
|
| title_sort |
accustomed to computational thinking through gamification of learning model.
|