Online Gamified Learning to Enhance Teachers’ Competencies Using Classcraft
Abstract
:1. Introduction
1.1. Gamification and Online Gamified Learning
1.2. Online Gamified Learning Using Classcraft
1.3. Teachers’ Competencies
2. Methods and Data Collection
2.1. Participants
2.2. Instrument
2.3. Data Collection and Analysis
3. Results
4. Discussion
5. Limitations and Future Directions
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Constructs Developed in Accordance with Recommendation Derived from Needs Analysis | |
---|---|
Part A | Demography |
Part B | Objectives |
Part C | Content |
Part D | Gamification |
Elements | Agreed Items |
---|---|
Basic multimedia elements | Font size: 14 |
2D animation concept | |
Narrated video | |
Levels | |
Performance graph | |
Gamification element | Quest, levels, performance graph, avatars, reporting |
Achievement and rewards | Points, Certificates |
Assessment | Discussion and Quiz |
Platform implementation | Online (Classcraft) |
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Krishnan, S.D.; Norman, H.; Md Yunus, M. Online Gamified Learning to Enhance Teachers’ Competencies Using Classcraft. Sustainability 2021, 13, 10817. https://doi.org/10.3390/su131910817
Krishnan SD, Norman H, Md Yunus M. Online Gamified Learning to Enhance Teachers’ Competencies Using Classcraft. Sustainability. 2021; 13(19):10817. https://doi.org/10.3390/su131910817
Chicago/Turabian StyleKrishnan, Szarmilaa Dewie, Helmi Norman, and Melor Md Yunus. 2021. "Online Gamified Learning to Enhance Teachers’ Competencies Using Classcraft" Sustainability 13, no. 19: 10817. https://doi.org/10.3390/su131910817