2021
DOI: 10.18178/ijiet.2021.11.12.1566
|View full text |Cite
|
Sign up to set email alerts
|

Developing Gamification to Improve Mobile Learning in Web Design Course during the COVID-19 Pandemic

Abstract: Thailand is currently facing a widespread third wave of COVID-19 outbreaks in the second quarter of 2021. The government has encouraged social distancing compliance to work from home and study at home policy to mitigate the risks of the pandemic. As a result, educational institutions at all levels must temporarily close their services within the premises. The students need to lean towards the online system independently. Hence, this research aims to develop gamification in the Web Design course to increase the… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
4
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
5
4

Relationship

0
9

Authors

Journals

citations
Cited by 11 publications
(7 citation statements)
references
References 20 publications
0
4
0
Order By: Relevance
“…Considering the citations, it has the highest impact for the less than four keyword co-occurrences category. ICTavailability ( Dianat, Hawkins, & Habib, 2022 ; Kuleto et al, 2021 ), learning online ( Nuanmeesri, 2021 ), the need for human resource management strategies ( Jain et al, 2022b , Jain et al, 2022a ), and different supports like organizational commitment and facility management ( Beck & Hensher, 2021 ; Tanpipat et al, 2021 ) are essential determinants for WFH performance. Additionally, employees’ level of motivation ( Nuur et al, 2021 ), perceived psychological safety ( Mehta, 2021 ), flexibility received ( Glorin, 2021 ),employee-organization relationship ( Albro & McElfresh, 2021 ) , and organizational citizenship behavior ( Thirapatsakun & Jarutirasarn, 2021 ) are determinants of WFH performance.…”
Section: Results and Findingsmentioning
confidence: 99%
“…Considering the citations, it has the highest impact for the less than four keyword co-occurrences category. ICTavailability ( Dianat, Hawkins, & Habib, 2022 ; Kuleto et al, 2021 ), learning online ( Nuanmeesri, 2021 ), the need for human resource management strategies ( Jain et al, 2022b , Jain et al, 2022a ), and different supports like organizational commitment and facility management ( Beck & Hensher, 2021 ; Tanpipat et al, 2021 ) are essential determinants for WFH performance. Additionally, employees’ level of motivation ( Nuur et al, 2021 ), perceived psychological safety ( Mehta, 2021 ), flexibility received ( Glorin, 2021 ),employee-organization relationship ( Albro & McElfresh, 2021 ) , and organizational citizenship behavior ( Thirapatsakun & Jarutirasarn, 2021 ) are determinants of WFH performance.…”
Section: Results and Findingsmentioning
confidence: 99%
“…Interest is the best teacher for students to learn, and if they don't understand, they naturally have no interest. Therefore, learning the basics is of utmost importance [11].…”
Section: Consolidate Knowledge Reservesmentioning
confidence: 99%
“…The development of gamified LMS that suits the needs and characteristics of students is essential to help increase student motivation and engagement in online learning. gamified LMS development integrates game elements, such as rewards, challenges, leaderboards, and others [16][17][18][19][20][21][22]. Gamified LMS can be a solution to overcoming the problem of student engagement in online learning that has been emerging.…”
Section: Introductionmentioning
confidence: 99%