Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/14697
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dc.date.accessioned2016-12-16T08:21:07Z-
dc.date.available2016-12-16T08:21:07Z-
dc.date.issued2016-
dc.identifier.urihttps://www.um.edu.mt/library/oar//handle/123456789/14697-
dc.descriptionB.ED.(HONS)en_GB
dc.description.abstractAs reported by Camilleri (2012), there has been a decrease in the uptake of Computing as a subject. Thus, students need to be more engaged in learning. Kapp (2012) finds strong indications that learning through games and play may foster and encourage engagement. This research explores the impact of gamification techniques in the teaching of Computing. Gamification is defined as “using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning and solve problems.” (Kapp, 2012). This research involved four secondary teachers who created their own gamified lesson based on the given gamification resource pack. By employing a qualitative approach to analyse the collected data, the results were more rich and in-depth. The data was gathered using observational logs which the teachers wrote after each gamified lesson. A number of interesting findings emerged from this research which indicate that the gamification experience had both positive and negative impacts on the students’ learning. Moreover, all the teachers who participated in this research agreed that while they will surely use gamification again in their future teaching, they would not implement it in every topic of the syllabus because students will eventually get bored of it. Teacher training and the integration of gamification techniques in the curriculum were recommended for incorporating gamification in our schools.en_GB
dc.language.isoenen_GB
dc.rightsinfo:eu-repo/semantics/restrictedAccessen_GB
dc.subjectEducational games -- Maltaen_GB
dc.subjectSimulation games in education -- Maltaen_GB
dc.subjectComputer-assisted instruction -- Maltaen_GB
dc.subjectComputer science -- Study and teaching (Secondary) -- Maltaen_GB
dc.titleGamifying formalised learning in Computingen_GB
dc.typebachelorThesisen_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder.en_GB
dc.publisher.institutionUniversity of Maltaen_GB
dc.publisher.departmentFaculty of Educationen_GB
dc.description.reviewedN/Aen_GB
dc.contributor.creatorSchembri, Bernice-
Appears in Collections:Dissertations - FacEdu - 2016

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