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Enhance Motivation and Engagement in Blended e-Learning for TVET Using Gamification

Technical and Vocational Education and Training (TVET) offered TVET graduates more employment opportunities based on their competencies. Currently, most TVET students learn both theory and practical with blended e-learning approaches developed by TVET teachers. From the research background on the pr...

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Bibliographic Details
Main Authors: Samah, Laily Abu, Ismail, Amirah
Format: Conference Proceeding
Language:English
Subjects:
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Summary:Technical and Vocational Education and Training (TVET) offered TVET graduates more employment opportunities based on their competencies. Currently, most TVET students learn both theory and practical with blended e-learning approaches developed by TVET teachers. From the research background on the previous studies, there is some issue to be overcome. Therefore, this paper proposed to develop the application of the instructional designs on blended e-learning for selected TVET fields by incorporating gamification elements and assessing the impact of gamification usage on student motivation and engagement. Gamification is the use of game-thinking or game elements in non-game contexts. The proposed research methodology would use the ADDIE model development cycle on how to accomplish the research. The expected results will be analyzing from quantitative and qualitative data from the evaluation phase. They are some implications and limitations acknowledge in the discussion chapter. Positively with the research can prove gamification usage can enhance motivation and engagement of blended e-Iearning for TVET.
ISSN:2155-6830
DOI:10.1109/ICEEI52609.2021.9611100