Perspectives and Practices of Gamification

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Mageswaran Sanmugam, PhD (Chief Editor) – Senior Lecturer, Educational Technology, Universiti Sains Malaysia, Penang, Malaysia
Mohd Mokhzani Ibrahim, PhD (Editor) – Senior Lecturer, Faculty of Science and Mathematics, Universiti Pendidikan Sultan Idris, Malaysia
Nurul Nadwa Zulkifli, PhD (Editor) – Senior Lecturer, Educational Technology, Universiti Putra Malaysia Bintulu Campus, Sarawak, Malaysia
Syahrini Shawalludin (Editor) – Senior Lecturer, Faculty of Art and Design, Universiti Teknologi Mara Kedah Branch, Kedah, Malaysia
Irwan Mahazir Ismail, PhD (Editor) – Senior Lecturer, Educational Technology, Universiti Sains Malaysia, Penang, Malaysia

Series: Advancements in Learning and Instruction
BISAC: SOC071000
DOI: https://doi.org/10.52305/WUPF8356

This book discusses the concept of gamification in a comprehensive and in-depth manner through an emphasis on its perspectives and practices in the field of education. Much effort has been expended to present the reader with comprehensive discussions about gamification from the kindergarten level to the tertiary level of education. As a result, this book serves as a comprehensive resource for anyone interested in learning more about the concept of gamification.

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Table of Contents

Preface

Acknowledgments

About this Book

About the Editors

Chapter 1. Incorporating Game Theory and Gamification in the Educational Context
D. Lim Yie¹, M. Sanmugam², PhD, W. A. J. W. Yahaya³, PhD, and K. N. Chee4, PhD
¹,²,³Centre for Intructional Technology & Multimedia, Universiti Sains Malaysia, George Town, Malaysia
4Universiti Pendidikan Sultan Idris, Tanjung Malim, Malaysia

Chapter 2. Children’s Reading Games Module Using Android Technology Applications
H. H. Baharudin and A. H. Masnan
Department of Early Childhood Education, Faculty of Human Development, Universiti Pendidikan Sultan Idris

Chapter 3. Gamifying Learning for ESL Learners in Higher Institutions
N. Y. K. Zakaria¹,², S. N. A. Rabu³, PhD and A. Abdullah¹, PhD
¹School of Educational Studies, Universiti Sains Malaysia, Universiti Sains Malaysia, Penang, Malaysia
²Faculty of Education, Universiti Kebangsaan Malaysia, UKM, Bangi, Malaysia
³Centre for Instructional Technology & Multimedia, Universiti Sains Malaysia, Universiti Sains Malaysia, Penang, Malaysia

Chapter 4 . The Effect of Digital Game-Based Learning on Students’ Achievement in Sewing
A. Sanderasaidar¹, N. D. Abd Halim² and N. N. Zulkifli³
¹Sekolah Kebangsaan Sungai Kapal, Pengerang, Johor, Malaysia
²School of Education, Faculty of Social Science and Humanities, Universiti Teknologi Malaysia, Skudai, Johor, Malaysia
³Faculty of Humanities, Management and Science, Universiti Putra Malaysia Bintulu Campus Sarawak, Bintulu, Malaysia

Chapter 5. Gamified Learning Experience and Adaptation of Malaysian Warriors: User Interface by the ADDIE Model
S. Shawalludin¹,², M. Sanmugam², S. N. A. Rabu², N. A. M. Salim¹ and A. A. Rahman³
¹Faculty of Art & Design, Universiti Teknologi MARA Kedah Branch, Merbok, Kedah, Malaysia
²Centre for Intructional Technology & Multimedia, Universiti Sains Malaysia, Gelugor, Penang, Malaysia
³Academy Language Studies, Universiti Teknologi MARA Kedah Branch, Merbok, Kedah, Malaysia

Chapter 6. Gamified-Based Learning: Introducing Recycling with an Added Epoch of Technology
M. Sanmugam¹, PhD, I. Irwan Mahazir², PhD, K. N. Chee³, PhD, and D. Lim Yie4
¹,²,4Centre for Instructional Technology and Multimedia, Universiti Sains Malaysia, George Town, Malaysia
³Universiti Pendidikan Sultan Idris, Tanjung Malim, Malaysia

Chapter 7. Developing Higher-Order Thinking Skills (HOTS) via Games: Perspective of Science Trainee Teachers
W. S. Silmi¹, M. M. Ibrahim¹, PhD, K. A. Jamaludin², PhD, M. T. Borhan¹, PhD, and M. S. Rosli³, PhD
¹Faculty of Science and Mathematics, Universiti Pendidikan Sultan Idris, Perak, Malaysia
²Faculty of Education, Universiti Kebangsaan Malaysia, Selangor, Malaysia
³School of Education, Faculty of Social Sciences and Humanities Universiti Teknologi Malaysia, Malaysia

Chapter 8. Blending Gamification and Virtual Reality (VR) for Malaysian Pre-School Animal Education
Rosfuzah Roslan¹, ², A. F. Mohd Ayub² and Rosliana Roslan³
¹Centre for Diploma Studies (CeDS), Universiti Tun Hussein Onn Malaysia (UTHM), Johor, Malaysia
²Faculty of Educational Study, Universiti Putra Malaysia (UPM), Selangor, Malaysia
³Language Studies Department, Universiti Teknologi MARA (UiTM), Kedah, Malaysia

Chapter 9. Graphic Design Roles in Gamification: Malaysia’s Cross-Cultural Traditional Board Games
S. Shawalludin¹, M. Sanmugam², J. Jamaludin¹, S. F. Ibrahim¹ and Z. Badri³
¹Faculty of Art and Design, Universiti Teknologi MARA Kedah Branch, Merbok, Kedah, Malaysia
²Centre for Intructional Technology and Multimedia, Universiti Sains Malaysia, Gelugor, Penang, Malaysia
³Academy Language Studies, Universiti Teknologi MARA Kedah Branch, Merbok, Kedah, Malaysia

Chapter 10. The Attributes and Characteristics of Visual Aesthetics in Gamification
S. N. Baharom¹, PhD, and N. H. Zolkifly²
¹Faculty of Art and Design, Universiti Teknologi MARA, Perak Branch, Perak, Malaysia
²Department of Business and Management, Universiti Teknologi MARA, Perak Branch, Perak, Malaysia

Chapter 11. Gamification and Its Acceptance in Educational Related Fields for 2020-2021
M. S. Rosli¹, N. S. Saleh², A. M. Ali³, S. A. Bakar³ and M. M. Ibrahim4
¹School of Education, Faculty of Social Sciences and Humanities, Universiti Teknologi Malaysia, Skudai, Johor, Malaysia
²Department of Social Science, Centre for General Studies and Co-Curricular, Universiti Tun Hussein Onn Malaysia, Batu Pahat, Johor, Malaysia
³School of Human Resource Development and Psychology, Faculty of Social Sciences and Humanities, Universiti Teknologi Malaysia, Skudai, Johor, Malaysia
4Department of Chemistry, Faculty of Science and Mathematics, Universiti Pendidikan Sultan Idris, Tanjong Malim, Perak, Malaysia

Chapter 12. Gamification in Final Year Projects: Best Practices in the Bachelor of Design in Digital Games Programmes
E. M. Saari, PhD, and W. H. Tan, PhD
Creative Multimedia Department, Faculty of Art, Computing and Creative Industry, Universiti Pendidikan Sultan Idris, Malaysia

Chapter 13. Learning Using Personalized Gamified App: Theory and Design
N. A. M. Mokmin, PhD
Centre for Instructional Technology and Multimedia, Universiti Sains Malaysia

Chapter 14. Paucity of the Theoretical Foundation in Educational Gamification Research
L. Abdul Ghafar and N. Md Noor
School of Education, Faculty of Social Science and Humanities, Universiti Teknologi Malaysia, Malaysia

Chapter 15. Development of SciComp: Gamification for Basic Computational Thinking
I. A. Bahrudin, A. Ismail, PhD, A. Ali, PhD, S. Hashim, PhD, N. S. Abdullah, PhD, and M. A. Abdul Razak
UTHM-Labtech Digital Innovation Centre, Universiti Tun Hussein Onn Malaysia, Batu Pahat Johor, Malaysia

Chapter 16. A Preliminary Study on Students’ Perception in Using Gamification to Learn ESP
A. A. A. Rahim, PhD, M. M. A. Ali, PhD, N. Y. Khamis, PhD, and M. S. Z. A. Majid
Centre for Modern Languages, Universiti Malaysia Pahang, Pekan, Pahang, Malaysia

Chapter 17. The Practice of Gamification in Higher Education: A Systematic Review
N. H. Che Lah¹, N. F. Jumaat² and Y. S. Wong³
¹,³Computing Department, Faculty of Art, Computing and Creative Industry, Universiti Pendidikan Sultan Idris, Malaysia
²School of Education, Faculty of Social Sciences and Humanities, Universiti Teknologi Malaysia, Malaysia

Chapter 18. Preschool Teachers’ Misconceptions about Games
I. Irwan Mahazir¹, M. Sanmugam¹ and L. H. Asary²
¹Centre for Instructional Technology and Multimedia, Universiti Sains Malaysia, Gelugor, Penang, Malaysia
²Faculty of Social Science and Humanities, Universiti Teknologi Malaysia, Skudai, Johor, Malaysia

Glossary

List of Contributors

Index


Editor’s ORCID iD

Mageswaran Sanmugam0000-0003-3313-4462
Mohd Mokhzani Ibrahim 0000-0002-8944-5019
Nurul Nadwa Zulkifli0000-0002-2232-3885
Syahrini Shawalludin 0000-0001-9087-3566
Irwan Mahazir Ismail0000-0003-0340-7554

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