Hortari: A Gamification Application for Engaged Teaching and Learning in Higher Education

Junar Arciete Landicho, Anghela Perpetua A Dela Cerna, Jeric James G Marapao, Gerwin P Balhin, Rachelle M Paid

Abstract


The primary purpose of this study is to create gamification application in both web and mobile to motivate and engage students in learning their lessons to a certain subject. The incorporation of gamification into classroom activities has shown positive results in terms of student’s performance and productivity.
Incorporating lessons, creating syllabus, and integrating table of Specification are among the fundamental features of the application that made it distinctive to the other existing gamification application. Integrating Table of specification in the application helps the students to recognize main ideas, key skills, and the relationships among concepts more easily. Creating a detailed course syllabus showed connection between course goals and course requirements and have been found to be most effective in achieving positive student outcomes.
The results of the test survey and evaluation form were analyzed and proved the effectiveness of usability and functionality of the application.

Keywords


Mobile App;Gamification;Syllabus;Table of specification;Lessons

Full Text:

PDF




Creative Commons License
This work is licensed under a Creative Commons Attribution 3.0 License.

Journal of e-Learning and Knowledge Society | ISSN (online) 1971 - 8829 | ISSN (paper) 1826 - 6223 © 2017 Je-LKS - Italian e-Learning Association (SIe-L).