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Super Ultra Way Sure Sana Makapasa Uwu
Super Ultra Way Sure Sana Makapasa Uwu
Super Ultra Way Sure Sana Makapasa Uwu
engagement, particularly evident in its application within education, where sustaining student
interest poses an enduring challenge. Despite an increase in research efforts, the synthesized
knowledge remains somewhat limited, with our survey of literature encompassing 128 empirical
Consequently, future research should emphasize altering affordances and goals within
factors. The shift towards digital learning in the 21st century has spurred the adoption of agile,
engagement. The evolution of tools like Gimkit underscores the dynamic exchange between
technological innovators and educators, shaping engaging and enlightening learning experiences.
Games have long served as educational tools, and the increasing popularity of gamification and
game-based learning in educational settings stems from their potential to enhance student
engagement and concentration. This study seeks to map trends in game-based learning (GBL)
and gamification within vocational education and training (VET). Through a systematic literature
review, seventeen studies were selected, revealing a growing research interest in Asia since
2020, with a focus on engineering and healthcare programs in universities and vocational
schools. Digital learning platforms and simulation technology emerged as promising instruments,
elements, educators can create more interactive and immersive learning experiences, fostering
Gamification, defined as the integration of game-like elements into various contexts to stimulate
experiences akin to games, has garnered significant attention, especially in educational settings.
With its roots in shared psychological theories between game design and learning, gamification
The term "gamification" has gained prominence over previous descriptors like "serious games"
or "game-based learning," reflecting its broader scope and varied approaches within educational
contexts. Gimkit enables teachers to view reports in the form of a Student overview – it shows
the number of correct, incorrect answers and the percentage scored individually. General
overview - it shows collecting balance, correct and incorrect answers, and the overall percentage.
Question Breakdown - it shows number of correct and incorrect answers of each question and the
percentage score for the correct answers. Gimkit tool was used to conduct class tests for the
performance among Grade 3 students. It has been shown to improve student achievement and
personalized learning opportunities, allowing students to engage with the material in a fun and
interactive way.
One of the key benefits of Gimkit is its ability to enhance student engagement. The gamification
of education through Gimkit can increase students' levels of engagement, similar to what games
can do, and optimize their learning experience. The multiplayer mode in Gimkit promotes
collaboration and social learning, fostering teamwork and effective communication skills.
It's important to note that the effectiveness of Gimkit may vary depending on various factors
such as the teaching approach, student preferences, and the integration of Gimkit into the
Deterding, 2014; Landers, 2014; Seaborn & Fels, 2015). Rather than making inferences based
solely on changes in terminology, the current study has demonstrated how education and
learning have been gamified through the implementation of various methodologies. Evaluations
of the literature indicate that education and learning contexts are the most common uses of
gamification. We look at how gamification is applied in the education sector, including the
motivational affordances that are used, the gamification's intended psychological and behavioral
effects, and the kinds of findings that have been reported in the studies.
These days, change and advancement are feasible more swiftly due to the rapid development of
technology. Those who aspire to lead the way in innovation will need to adapt. There has been a
rise in the worldwide dependence on technology, especially the internet, which has reduced
costs, increased convenience, and made the world seem smaller (Sufian et al., 2020). (Dhirendra
Kumar, 2015; Gagnon & Gagnon, 2021). Alghamdi & Associates, 2020). The nature of
employment will unavoidably alter as a result of emerging technologies like blockchain, artificial
intelligence, and smart robotics that are accelerating global transformation at a rate never seen
before. The Economic Planning Unit (2014) and Omar et al. (2022) both support this. An
analysis of different NCO data revealed that 54 new job titles were generated out of 2,945 (1.8%)
Between 2004 and 2015, there were 18 out of 498 (3.6%) in the Philippines, 16 out of 506
(3.2%) in Vietnam, and 114 out of 3,600 (3.2%) in India. Between 1968 and 2004, 26 out of
2,338 people (1.1%) were in Malaysia and India (Khatiwada & Veloso, 2019). These new job
titles, which largely emerged in the professional, technical, and associate professional sectors,
need higher levels of aptitude and competence. All levels of educational systems, especially
vocational education and training, need to keep up with technology improvements if they are to
prepare workers of today and tomorrow for the shift to high-skilled jobs. However, Ra et al.
(2019) contend that the current educational frameworks are insufficient to meet the evolving
The sector of education has seen numerous technological advancements recently. arena, making
it possible to develop effective teaching and learning strategies that can satisfy the needs of
Organization, 2020; Yunos and colleagues, 2017; Zabolotska and colleagues, 2021). Even before
the outbreak, educational institutions were facing challenges from the change in education
toward a digital-first environment. Aiming to promote inclusivity, enhance feedback practices,
accelerate and deepen learners' comprehension of a subject, make education more equitable, and
boost psychological needs toward motivation, the digital transition is the fusion of pedagogical
and digital technologies to produce digital didactics, digital educational materials, and other
innovative pedagogical approaches (Chiu & Lim, 2020; Reeve, 2018). Additional activities that
are learner-centered (Zabolotska et al., 2021; Shagataeva et al., 2021) precede the pandemic by
points, badges, competition with others, rules of play) in a non-game context, such as a school
The present study examined teachers' perceptions regarding the integration of digital game-
based learning (DGBL) into their instruction at different stages of their career, in terms of: (a)
inhibiting and encouraging factors (b) motivating factors. The findings show that teachers at
different career stages express different attitudes toward integrating DGBL. This finding is a
common thread among all of the study's findings: the career stage is a differentiating variable in
relation to the factors that hinder, encourage, and motivate them to integrate DGBL.
As today’s students are born into digital technologies, educators must adapt to the growing
changes in the edu technological landscape. For the educators to thrive in their pedagogical
endeavours, they need to be able to adopt these technological advancements into their teaching
gamification refers to the use of game mechanics in nongame contexts. Many researchers have
found that the adoption and use of gamification tools such as Kahoot! has a positive impact on
certain psychological aspects of the students’ learning process. These include increased levels of
interest in and engagement with content, both of which are key in the overall motivation of