2019
DOI: 10.3991/ijim.v13i05.9404
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A Gamified Approach to Improving Student’s Participation in Farm Practice – A Case Study of Landmark University

Abstract: The importance of students’ involvement in classroom and non-classroom university courses cannot be overemphasized in the process of learning. But, students for several reasons must be motivated to enhance their continuous participation, especially in non-classroom courses. Landmark University is an agrarian-based institution and students are expected to actively take part in at least one agricultural course irrespective of their specializations. Students commitments to Farm Practice courses are core to gradua… Show more

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Cited by 8 publications
(9 citation statements)
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References 12 publications
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“…Through the popularity of social media, it adds several new features, which includes offering business channels to share their goods that can attract people for using new system. Based on [36], any support is important to motivate people and enhance their continuous participation. The second influential factor of mobile commerce utilization followed by effort expectation.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Through the popularity of social media, it adds several new features, which includes offering business channels to share their goods that can attract people for using new system. Based on [36], any support is important to motivate people and enhance their continuous participation. The second influential factor of mobile commerce utilization followed by effort expectation.…”
Section: Discussionmentioning
confidence: 99%
“…Factor of effort expectation is really important in the early usage stages of an online system. In addition, [36] also believed that the people interest in new practice were positively affected after using the service or tool for the first time. Usually, people with distinct background, age, and location will face trouble in accepting new practice and need several ways to motivate them in continuous participating towards the use of mobile commerce.…”
Section: Discussionmentioning
confidence: 99%
“…Education is deemed as one of the essential application domains of gamification in order to enhance the learning outcome, engagement and motivation of students [21]. Gamification can be blended in classrooms, used independently via a gamified e-learning system or even to non-classroom courses [22]. Game elements such as points, levels, leader-boards, rewards and feedback can be incorporated in an e-learning system to provide the gamified learning experience to students [23].…”
Section: Related Workmentioning
confidence: 99%
“…Використання елементів комп'ютерних ігор (гейміфікація) може значущим способом підвищити результати студентів та покращити освітню ефективність онлайн-курсів. Автори цього [4] дослідження приходять до висновку, що педагогічний дизайн, заснований на гейміфікації, робить більший акцент на мотивації студентів у процесі навчання і робить онлайн-курс більш цікавим, а також підвищує готовність студентів до навчання та їхню взаємодію з курсом.…”
Section: вступunclassified