Studies of educational games (EG) are rapidly growing in recent years due to its promising potential for education. New with many games produced from industry or games are still low due to issues from both student matching with syllabus as well as factors that contribute to student acceptance of EG in orde study proposed and validated games acceptance framework collected with 180 university students Learning Expectancy, Effort Expectancy, Attitud Games designers can leverage the issues concern with students
Activities conducted in classrooms are important to acquire students’ understanding and participation in a learning environment. Some of perceived barriers that prevent students to participate in classroom activities include difficulty to speak, shy, fear to interact or provide comments. This paper focuses on using Padlet for e-learning and presents the activities of engaging and stimulating students in active learning. This is one way of how instructors can obtain information from each student by encouraging participation. The research employs quantitative approach. A semi-structured questionnaire was distributed among 39 postgraduate students who enrolled in the Business Statistics for Data Science course. Factors such as motivation, active learning, collaboration, learning opportunity, usefulness, ease of use, and satisfaction were used to measure their engagement. The findings show that active learning through Padlet has a significant effect on improving students’ engagement in classroom activities.
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