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http://hdl.handle.net/11718/24705
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DC Field | Value | Language |
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dc.contributor.advisor | Shukla, Kathan | - |
dc.contributor.author | Bhaskar, Antra | - |
dc.contributor.author | Singla, Lakshay | - |
dc.date.accessioned | 2021-11-25T07:04:37Z | - |
dc.date.available | 2021-11-25T07:04:37Z | - |
dc.date.issued | 2020 | - |
dc.identifier.uri | http://hdl.handle.net/11718/24705 | - |
dc.description.abstract | Many students perceive traditional teaching methods boring. Although teachers continuously seek novel instructional approaches, it is largely agreed that today’s institutions face major problems around student motivation and engagement (Lee & Hammer, 2011). During the lecture, many students engage in many other things than learning. To this end, several higher education institutions are looking for ways to boost the motivation of the students and commitment. The use of gamified form of learning in education not only helps the students in knowledge development but also helps in developing other skills like decision making, communication etc. Games have a remarkable motivational power; it uses many various mechanisms to let the person involved without much reward. It is basically the joy of playing and the possibility of winning that let people play games. | en_US |
dc.language.iso | en | en_US |
dc.publisher | Indian Institute of Management Ahmedabad | en_US |
dc.subject | Traditional education system | en_US |
dc.subject | Gamification | en_US |
dc.subject | Decision making | en_US |
dc.title | Can gamification process replace traditional education system in whole or in part | en_US |
dc.type | Student Project | en_US |
Appears in Collections: | Student Projects |
Files in This Item:
File | Description | Size | Format | |
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SP_2961.pdf Restricted Access | 759.09 kB | Adobe PDF | View/Open Request a copy |
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