Strategies for Effective Use of Gamification Technology in E-Learning and E-Assessment

Fatima Vapiwala, Deepika Pandita
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引用次数: 1

Abstract

The rapid technological shift caused by the pandemic in the field of education has compelled Indian educational institutions to adopt e-learning and e-assessment as a primary approach. The use of gamification software and technology the student assessment and evaluation plays a significant role in student engagement. A structured interview method was used for conducting this study and 200 responses were collected from post-graduate students through an interview process. The study provides significant insights into the crucial role of gamification not just in elearning but also in e-assessment of the students especially after the pandemic in the educational sector. The authors also propose a 5E model as a part of the strategy to be adopted by the Indian academicians and educators for utilizing gamification technology in e-learning and eassessment in the most beneficial way for the students.
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游戏化技术在电子学习和电子评估中的有效应用策略
该流行病在教育领域造成的迅速技术转变迫使印度教育机构采用电子学习和电子评估作为主要方法。游戏化软件和技术的使用对学生的评估和评价在学生参与中起着重要的作用。本研究采用结构化访谈法进行,通过访谈过程收集了200名研究生的反馈。该研究提供了重要的见解,不仅在电子学习中,而且在学生的电子评估中,特别是在教育部门大流行之后,游戏化的关键作用。作者还提出了一个5E模型,作为印度学者和教育工作者采用的战略的一部分,以最有利于学生的方式在电子学习和评估中利用游戏化技术。
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