A. Yumang, A. Paglinawan, Glenn O. Avendaño, C. Paglinawan, Marianne M. Sejera, Nicole Joyce J. Aquino, Alelil Joy C. Garvida, Reuvin Jireh L. Datu
{"title":"Gamified outcomes-based teaching and learning assessment tool for Mapúa Institute of Technology","authors":"A. Yumang, A. Paglinawan, Glenn O. Avendaño, C. Paglinawan, Marianne M. Sejera, Nicole Joyce J. Aquino, Alelil Joy C. Garvida, Reuvin Jireh L. Datu","doi":"10.1109/ICCSCE.2016.7893603","DOIUrl":null,"url":null,"abstract":"In traditional teaching and learning, most students tend to laidback because of the unseen progress of their work. Introduction of this gamified outcomes-based teaching and learning assessment tool can lead into a more transparent and enthusiastic experience, providing a new perspective in the academe. The study aimed to analyze the effectiveness of the tool through the time each experiment is done and the final grades of the students.i This includes the website and the training kit for Logic Circuits and Switching Theory Laboratory (COE117L). The website comprises the gamification elements for both students and professor, while the training kit will be the source of the input data. There was a controlled group who will use the assessment tool, and an uncontrolled group that was subject to the traditional teaching and learning experience. Data showed the degree of negative linear correlation, implying that when the time of completing the experiment drops off, the grade for that experiment will increase, and vice versa. Hence, the website and the training kit were able to give instructions present in its content as well as its delivery because of the gamification process.","PeriodicalId":6540,"journal":{"name":"2016 6th IEEE International Conference on Control System, Computing and Engineering (ICCSCE)","volume":"11 1","pages":"380-385"},"PeriodicalIF":0.0000,"publicationDate":"2016-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 6th IEEE International Conference on Control System, Computing and Engineering (ICCSCE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICCSCE.2016.7893603","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
In traditional teaching and learning, most students tend to laidback because of the unseen progress of their work. Introduction of this gamified outcomes-based teaching and learning assessment tool can lead into a more transparent and enthusiastic experience, providing a new perspective in the academe. The study aimed to analyze the effectiveness of the tool through the time each experiment is done and the final grades of the students.i This includes the website and the training kit for Logic Circuits and Switching Theory Laboratory (COE117L). The website comprises the gamification elements for both students and professor, while the training kit will be the source of the input data. There was a controlled group who will use the assessment tool, and an uncontrolled group that was subject to the traditional teaching and learning experience. Data showed the degree of negative linear correlation, implying that when the time of completing the experiment drops off, the grade for that experiment will increase, and vice versa. Hence, the website and the training kit were able to give instructions present in its content as well as its delivery because of the gamification process.