Engaging Minds: Gamification and Interactive Learning With Wearable Devices
Habeeb Ur Rahiman (Kingdom University, Bahrain), Rashmi Kodikal (Graphic Era University, India), Fathima Mehnaz (Sahyadri College of Engineering and Management, India), and Gaman R. G. (NMAM Institute of Technology, Nitte University, India)
Copyright: © 2025
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Pages: 24
DOI: 10.4018/979-8-3693-7817-5.ch006
Abstract
The research paper examines the importance of gamified education system and relationship between elements, features and experiences of wearable devices in gamified education system though user motivation and engagement on learning outcomes and experience. The study administered structural equation model to identify the relationship between these variables. To reach the objective the of the research, the study applied various statistical techniques such as factor analysis, Kaiser–Meyer–Olkin (KMO), Bartlett's test, correlation and regression analysis, descriptive statistics. The outcome of the result indicated significant relation between these variables on study outcomes and student engagement. The study highlighted the importance of gamification in the higher education by embedding in to learning management system. The technicality of the study notified the role of the gamified element, and its features significantly contributed to the student's engagement and learning and assessment.
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