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Web Forums Assignment
Web Forums Assignment
1.0 INTRODUCTION...........................................................................................................................2
1.1 Gamification................................................................................................................................2
1.2 Web Forums and Discussion Platforms.......................................................................................2
2.0 TECHNOLOGY..............................................................................................................................2
2.1 Gamification for Web-Based Learners........................................................................................2
2.2 Game-based Learning and Augmented Reality............................................................................3
2.3 Web Forums and Gamification....................................................................................................3
3.0 RESOURCES FOR FURTHER INFORMATION (500).................................................................3
3.1 Student Engagement....................................................................................................................3
3.2 Maintained Record in form of Threaded Messages......................................................................4
3.3 New Challenges...........................................................................................................................4
4.0 SUMMARY....................................................................................................................................4
1.0 INTRODUCTION
1.1 Gamification
Gamification is the practice of introducing small game mechanics and game dynamics to a
conventional non-game environment. This not just enhances a person`s involvement and focus, but the
recorded results also showcase the critical and analytical abilities of an individual. Under the same
discussion, many hiring procedures strategically inculcate gamification at different stages, to have an
insight into a candidate`s capabilities and thinking abilities, intelligence quotient, and response behavior.
So, one of today's most significant technology advancements for increasing human involvement is
gamification. It follows that it is not unexpected that gamification has been focused on and applied
particularly in the field of education, where sustaining and maintaining attention is a continual issue. The
research has shown that the capabilities signaling achievement and progression are most frequently used
in gamification in learning and education while interpersonal and interactive affordances are more
unlikely to occur. The outcomes examined in the studies are primarily focused on measurable
efficiency indicators, and the findings presented in the recent studies are significantly and
optimistically oriented.
2.0 TECHNOLOGY
This section of the research will different technologies and approaches being utilized to enhance
the game-based learning experience for young researchers. The scope of online learning has extensively
increased after the pandemic, Covid-19, which awaken the realization of the vast range of productive
activities that can be performed over the internet [2].
4.0 SUMMARY
Discussion forums that enable asynchronous communication are crucial for fostering group
learning. Beyond the confines of the classroom, students may communicate their perspectives, exchange
resources, and pose questions in online forums. Collaborative learning proponents assert that this
approach to teaching can improve student learning results. The research reveals that students engage in
cooperative learning behaviors such as contributing, exploring, sharing information, and offering
feedback. Additional research reveals that the students actively engaged in the online discussion even
when the instructor was only seldom present [8]. A little effort from teacher to adopt to sophisticated
modes of teaching and a recuperative attitude from students to engage in new forms of learning can surely
enhance the course of teaching, learning and overall education system.
References
[2] S. Dhawan, " Online Learning: A Panacea in the Time of COVID-19 Crisis," Journal of Educational
Technology Systems, 2020.
[3] K. B. a. C. Thomas, "Gamification of a Software Engineering course and a detailed analysis of the
factors that lead to its failure," International Conference on Interactive Collaborative Learning (ICL),
2013.
[5] E. T. Academy, " Online Discussion Tools: 6 Softwares and 4 Things To Do To Engage Your Students,
School Innovation ICT," 2020. [Online]. Available: https://www.teacheracademy.eu/blog/online-
discussion-tools/.
[6] G. G. S. J. J. Brata, " Engaging Engineering Students with Gamification," in 5th International
Conference on Games and Virtual Worlds for Serious Application, 2013.
[7] R. Akers, "Web Discussion Forums in Teaching and Learning," in The Technology Source Archives at
the University of Carolina, 1997.
[8] A. H. M. A. E. Nor Fariza Mohd Nor, "Patterns of discourse in online interaction: seeking evidence of
the collaborative learning process," Taylor & Francis Online, 2012.