Creativity in Teaching and Learning Using Talentlms Platform in Gamification and Blended Learning Environment to Increase Students’ Engagement Level

Main Article Content

Azlinda Shafie

Abstract

The purpose of this paper is to investigate how much Station Rotation gamification is being used. To bridge the gap of unstructured gamification observed in many prior gamification approaches by numerous researchers, an inventive strategy to teaching and learning strategies has been proposed by researchers. To complete the work, the observation was given to the 36 students quantitatively using an experimental design approach on the gamification website Talentlms.com. The course consists of ten weeks of instruction, with networking and databases being the two most challenging subjects. Ten students took part in the study's semi-structured interview to provide qualitative data as well. The results of the interview are divided into themes and subthemes. Depending on the topic matter and the student, there were differences in the level of involvement while employing the Station Rotation Gamification(SRG) for learning. This was especially evident in the first three weeks of the intervention. Students' involvement increased thanks to the gamified platform, albeit it varied depending on the subject. In summary, SRG provides a workable way to reduce engagement issues, even though it might not always solve the problem.

Article Details

Section
Articles