Gamification-embedded eLearning Courses for the Learner Success of Competency Based Education: Case of Technical and Vocational Education and Training

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Date
2016-11
Authors
Jayalath, Janaka
Esichaikul, Vatcharaporn
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Commonwealth of Learning (COL) and Open University Malaysia (OUM)
Abstract

To stimulate and sustain learner’s motivation through effective methods is empirically proven as a predominant issue in eLearning and particularly in the context of Technical and Vocational Education and Training (TVET), which defined as the attainment of practical skills, underpinning knowledge and right working attitudes towards learning of technologies and vocational competencies. Learner success in TVET programs are heavily dependent on learner’s engagement and motivation towards achieving intended competencies. // Although online courses can facilitate time and place flexibility for learners, they are not designed to increase engagement and motivation of learners. In finding an effective solution to above issue, gamification support for eLearning courses quests a new paradigm of teaching and learning process which addresses on how to enhance engagement and motivation of online students to achieve high competency in education. // This paper discusses how gamification (game dynamics, game mechanics, and game elements) can be embedded into online learning courses in order to enhance engagement and motivation of students. The paper further elaborates the modalities of applying game dynamics such as constraints, emotions, narrative, progression and relationships driving the game mechanics such as rewards, challenges, competition, feedback and cooperation, towards competency based education in TVET to reduce high dropout rates of online courses among demotivated learners. // Paper ID 462

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Technical/Vocational Education and Training (TVET),eLearning,Motivators
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Global
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