Gamification
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Virtual Voyages: Navigating Museum Education with Electronic Games
Abstract: The incorporation of electronic games into museum environments is becoming increasingly popular as an effective educational resource. These games offer a dynamic way to engage visitors, enhancing their overall experience by catering to diverse learning styles and effectively capturing the attention of a digital-native audience. By integrating interactive components, museums can enhance the learning experience, making it more engaging and enjoyable, which subsequently boosts knowledge retention. This approach has the …
Published in Current Trends in Information Technology · Vol. 14, Issue 3, 2024 · pp. 34–38 Read article
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Assessing ESL Learners in Narrative Writing with Gamification through Storium: A Quantitative Study
Abstract: The purpose of this study was to investigate the use of the gamification approach from Storium to improve the narrative writing abilities of students learning English as a Second Language (ESL). Learners generate an interest in both studying and playing. Also, the study investigates the evaluation and practicability of gamification for English as a Second Language (ESL) students. The present study employs quantitative research method to study the findings. They …
Published in Recent Trends in Social Studies · Vol. 1, Issue 1, 2024 · pp. 41–49 Read article