TEACHERS’ GAMIFICATION OF CLASSROOM INSTRUCTIONS FOR SECONDARY EDUCATION GOALS ATTAINMENT IN RIVERS STATE, NIGERIA
Abstract
Article visualizations:
Keywords
Full Text:
PDFReferences
Alabbasi, D. (2018). Exploring teachers’ perspectives towards using gamification techniques in online learning: The Turkish Online Journal of Educational Technology, 17(2), 34-45.
Antonaci, A., Klemke, R. & Specht, M. (2019). The effects of gamification in online learning environments: A systematic literature review. Informatics, 6, 32, 1-22.
Appiah, D. B. (2015). Gamification in education: Improving elementary mathematics through engagement in hybrid learning in the classroom. Retrieved from http://ir.knust.edu.gh/bitstream/123456789/9421/1/Daniel%20Boateng%20Appiah.pdf.
Cahyani, A. D. (2016). Gamification approach to enhance students’ engagement in studying language course: MATEC Web of Conferences, 58, 1-6.
Dicheva, D., Dichev C., Agre G. & Angelova G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75–88.
Gafni, R., Achituv, D. B., Eidelman, S. & Chatsky, T. (2018). The effects of gamification elements in e-learning platforms: Online Journal of Applied Knowledge Management, 6(2), 37-53.
Hitchens, M. & Tulloch, R. (2017). A gamification design for the classroom: Interactive Technology and Smart Education, 15(1), 28-45.
Katmada, A., Mavridis, A. & Tsiatsos, T. (2014). Implementing a Game for Supporting Learning in Mathematics. The Electronic Journal of e-Learning, 12 (3), 230-242.
Kirkland, D. & O’Riordan, F. (2010). Games as an engaging teaching and learning technique: Learning or playing? Retrieved from http://icep.ie/wp-content/uploads/2010/01/Kirkland_et_al.pdf.
Mohamad, S. N. M., Sazali, N. S. S. & Salleh, M. A. M. (2017). Gamification approach in education to increase learning engagement: International Journal of Humanities, Arts and Social Sciences, 4(1), 22-32.
Papadakis, S. (2018). The use of computer games in classroom environment: International Journal of Teaching and Case Studies, 9(1), 1-24.
Rastegarpour, H. & Marashi, P. (2012). The effect of card games and computer games on learning of chemistry concepts: Procedia-Social and Behavioral Sciences, 31, 597-601.
Sombrio, G. S., Ulbricht, V. R. & Haeming, W. K. (2014). Games and gamification: A proposal for a creative learning process in education. Journal of Education and Human Development, 3(4), 117-129.
Woo, J.-C. (2014). Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes. Educational Technology & Society, 17 (3), 291–307.
DOI: http://dx.doi.org/10.46827/ejes.v7i11.3494
Refbacks
- There are currently no refbacks.
Copyright (c) 2020 Eliphaletphebe Chinyere Amaewhule, Oluwatoyin Gladys Obikoya, Donatus Odinakachi Okeowhor
This work is licensed under a Creative Commons Attribution 4.0 International License.
Copyright © 2015-2023. European Journal of Education Studies (ISSN 2501 - 1111) is a registered trademark of Open Access Publishing Group. All rights reserved.
This journal is a serial publication uniquely identified by an International Standard Serial Number (ISSN) serial number certificate issued by Romanian National Library (Biblioteca Nationala a Romaniei). All the research works are uniquely identified by a CrossRef DOI digital object identifier supplied by indexing and repository platforms. All authors who send their manuscripts to this journal and whose articles are published on this journal retain full copyright of their articles. All the research works published on this journal are meeting the Open Access Publishing requirements and can be freely accessed, shared, modified, distributed and used in educational, commercial and non-commercial purposes under a Creative Commons Attribution 4.0 International License (CC BY 4.0).