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Gamification's Role as a Learning and Assessment Tool in Education

Mageswaran Sanmugam, Hasnah Mohamed, Norasykin Mohd Zaid, Zaleha Abdullah, Baharuddin Aris and Salihuddin Md Suhadi
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Mageswaran Sanmugam: Department of Educational Mathematic, Science and Multimedia Creative, Universiti Teknologi Malaysia, Johor Bahru, Malaysia
Hasnah Mohamed: Faculty of Education (FP), Department of Educational Mathematic, Science and Multimedia Creative, Universiti Teknologi Malaysia, Johor Bahru, Malaysia
Norasykin Mohd Zaid: Faculty of Education (FP), Department of Educational Mathematic, Science and Multimedia Creative, Universiti Teknologi Malaysia, Johor Bahru, Malaysia
Zaleha Abdullah: Faculty of Education (FP), Department of Educational Mathematic, Science and Multimedia Creative, Universiti Teknologi Malaysia, Johor Bahru, Malaysia
Baharuddin Aris: Faculty of Education, Universiti Teknologi Malaysia, Johor Bahru, Malaysia
Salihuddin Md Suhadi: Department of Educational Mathematic, Science and Multimedia Creative, Universiti Teknologi Malaysia, Johor Bahru, Malaysia

International Journal of Knowledge-Based Organizations (IJKBO), 2016, vol. 6, issue 4, 28-38

Abstract: Gamification is a new and upcoming trend that is predicted by many to further enhance the field of educational technology in the new millennium. The use of gamification has fared well in the corporate world and is gradually transcending into the educational arena. The usage of game elements such as points, badges and leader board can assist in keeping the students not only motivated but also engaged to the teaching and learning process in the school. As learning and assessment come hand in hand as a knowledge acquiring process in a classroom, therefore it should be identified whether or not gamification can be truly utilized in the form of a learning and assessment tool in the teaching and learning process. This paper will discuss about the repercussions of using gamification as a learning and assessment tool based on the review of several studies carried out in the field of gamification.

Date: 2016
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