E-Learning, E-Education, and Online Training. Third International Conference, eLEOT 2016, Dublin, Ireland, August 31 – September 2, 2016, Revised Selected Papers

Research Article

Raising Engagement and Motivation Through Gamified e-Portfolio in Kolej Profesional MARA (KPM), Malaysia: A Preliminary Survey

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  • @INPROCEEDINGS{10.1007/978-3-319-49625-2_11,
        author={Monisa Abdul Wahab and Mike Joy},
        title={Raising Engagement and Motivation Through Gamified e-Portfolio in Kolej Profesional MARA (KPM), Malaysia: A Preliminary Survey},
        proceedings={E-Learning, E-Education, and Online Training. Third International Conference, eLEOT 2016, Dublin, Ireland, August 31 -- September 2, 2016, Revised Selected Papers},
        proceedings_a={ELEOT},
        year={2017},
        month={1},
        keywords={e-portfolio Higher education Gamification Gamified e-portfolio User engagement Motivation},
        doi={10.1007/978-3-319-49625-2_11}
    }
    
  • Monisa Abdul Wahab
    Mike Joy
    Year: 2017
    Raising Engagement and Motivation Through Gamified e-Portfolio in Kolej Profesional MARA (KPM), Malaysia: A Preliminary Survey
    ELEOT
    Springer
    DOI: 10.1007/978-3-319-49625-2_11
Monisa Abdul Wahab1,*, Mike Joy1,*
  • 1: University of Warwick
*Contact email: M.Abdul-Wahab@warwick.ac.uk, M.S.Joy@warwick.ac.uk

Abstract

The gamification of e-portfolio is an educational approach to motivate students to learn by using game elements in online portfolios. The goal is to increase enjoyment and engagement through capturing the interest of learners and encouraging them to continue learning. This preliminary survey is important to better understand the intended users in a Malaysian institution, find out their readiness, and identify the infrastructure and facilities currently in place. The work in progress investigates students’ demographics information, students’ current styles in organizing their learning material, their prior experience with portfolio creation and development, their prior experience in using game applications and their current knowledge of ‘gamification’. The outcome of this survey shows that there are currently acceptable levels of current infrastructure and facilities provided at the institution with a satisfactory knowledge of portfolios and game elements. However, there is an interesting misconception of what ‘gamification’ is from the student’s perspectives.