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2018
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8 pages
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The Finance educators today face many challenges in providing an effective learning environment to their students: the millennials, who are the digital natives. They have different learning styles and require new teaching and learning process that have triggered the main problems in education today. It is no longer possible to assume that the learning could be accomplished solely by linguistic resources and/or crowded slides of confusing texts and formulas. Hence, this study investigates the effectiveness of gamification in finance education. The participants in this study were 50 students from two classes who registered Financial Management course at Politeknik Kuching Sarawak. One class of 26 students was randomly selected as the experimental group which employed the gamification technique in teaching and learning while another class of 24 students was assigned as the control group with normal traditional curriculum activities. The formative assessment indicates that learning via ...
With the modern interest of involving new approach to increase students engagement, gamifiaction in education has been introduced. Gamification is a game based learning approach to help participant to achieve a certain goal. The involvement of gamification in classroom has shown some impact on students. This research paper tests the influence of gamification in finance topics and to what extent this knowledge learnt would be remembered. Furthermore, the paper shows the limitation of gamification and suggests a context for successful approach. The study is conducted in a private university with small group in different semesters and finance topics. The study agrees with pervious research findings and added further recommendation for higher effectiveness for applying gamification in finance topics.
Psychology and Education: A Multidisciplinary Journal, 2024
21st century learners exhibit enthusiasm, passion, and interest towards learning which serves as one of the driving forces for an active participation in the educational process and to cope up with these qualities, educators were needed to be innovative in terms of teaching strategy, method, approach, and technique. Educators play an important role in the learning process and are expected to provide a proper response to the educational needs of the learners. In this study, the innovation used by the researchers is gamification, a pedagogical method in improving the interest and motivation of the higher education students. The study examines the effectiveness of the integration of gamification in the academic performance of the learners. In determining the effectiveness of the innovation used, the researchers utilized a quasi-experimental method of research participated by two sections of higher education students in the study of Readings in the Philippine History, a General Education Course in the Philippine Higher Education. Both sections were exposed to a traditional and gamified approach in teaching. The product of the traditional approach serves as the controlled variable while the gamification approach serves as the experimental variable. Gamification as a teaching approach is starting to gain its popularity among educators and learners because it is a student-centered strategy in teaching which is being implemented in the curriculum. However, based on the findings of this research, there is no substantial difference in the effectiveness of gamification. The result indicates that for the development of subject mastery, the traditional approach in teaching is more effective. Therefore, the researchers formulated a recommendation for an effective implementation of student-centered teaching strategy without sacrificing the learners' cognitive development.
Environment-Behaviour Proceedings Journal
Gamification is the process of implementing a game strategy in the learning process. Gamification in the lecture environment increases creativity and interactivity and provides students with a sensation of accomplishment (Sense of accomplishment). The development of communication technology increased rapidly, which impacted the development of the games industry, which attracted Indonesian people in this case. Therefore, gamification can be an alternative to represent innovative and exciting learning for students in Indonesia. In this Research, the authors tried to analyze the determinants of the effectiveness of learning using gamification Keywords: Gamification; Learning; Critical Success Factors; University Students; Learning Process eISSN: 2398-4287 © 2022. The Authors. Published for AMER ABRA cE-Bs by E-International Publishing House, Ltd., UK. This is an open-access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer-review under the...
JURNAL EKONOMI PENDIDIKAN DAN KEWIRAUSAHAAN
The purpose of the study is to see the effectiveness of the concept of gamification that is applied in the learning process of the subject of Renewal of Economic Education Learning. The approach used in this study is a qualitative approach. Subjects in this study are students of class 06PIEE001 FKIP Pamulang University. In this study adopted Marczewski's Gamification Framework concept which consists of 8 questions: 1) what is being gamified; 2) why is it being gamified; 3) who are the users; 4) how is it being gamified; 5) analytics are set up; 6) tested with users; 7) acted on feedback; and 8) released the solution. Based on the results of data analysis and discussion, it can be concluded that 1) the learning process in the course of Renewal of Economic Education Learning can be done with the concept of gamification by combining face-to-face learning in the classroom with online learning learning; 2) student response in learning process with gamification concept mostly interest...
Journal of emerging technologies and innovative research, 2021
Financial literacy is the knowledge, skillset, and attitude an individual has that allows him to adopt good money-management practices useful for earning, spending, saving, borrowing, and investing. It is the ability to understand the basic principles of business and finance. Therefore, there is a need for people to understand how the financial system works and how it can be beneficial for them. Studies conducted by Sandra J. Huston and her research team at Texas University looked at seventy-one individual studies drawn from 52 data sets with the majority of sample size being students, with findings showing that the majority of the participants, including entrepreneurs and investors, do not understand what financial literacy means. The study also shows that people have made significant financial decisions without having all the required information to justify it. They rarely set time aside to actively seek knowledge of finance management beyond what they already possess. Research has also found that the majority of the educated people lack the most crucial financial information, including management of their money, efficient management of their bank accounts, and the ability to shape a secure future like their retirement plans 1. Literature review The authors of the "International Journal of Educational Technology in Higher Education" have identified a growing number of studies reporting empirical evidence for the effectiveness of gamification in an educational context. "Gamification has been used in educational environments and instructional practices by individual instructors to enhance student engagement and motivation through the employment of game design elements outside of a fully-fledged game." Gamification tries to infuse the excitement and fun of 1
Asian Journal of University Education, 2023
Online learning has become compulsory when the world was facing the Covid 19 outbreak. Accordingly, students’ engagement and participation during online learning have been a major concern among teachers. By adapting the Technology Acceptance Model (TAM), the present study is carried out to examine influential factors towards the intention to use gamification during online classes. With the use of judgmental sampling, 283 usable responses have been gathered from undergraduate students in Malaysia. Results revealed that ‘authentic’ positively affects three mediating variables of perceived value (PEU), perceived usefulness (PU) and perceived enjoyment (PE). Additionally, PEU, PU and PE posit positive responses towards the intention to use gamification in online learning. Furthermore, all three mediators also present positive effects in the relationship between authentic and intention to use. Thus, this study affirms the usability of TAM in the online learning context with the extension of authenticity as the external factor and perceived enjoyment as the mediating factor. The results give implications for educators and higher learning institutions to modify their learning outcomes and course content to be more interesting with the usage of online gamification tools. Perhaps, this study gives further insight for future research to apply other external factors, such as knowledge and trust to enrich the study in gamification context.
Revus, 2024
La literatura sobre razonamiento probatorio busca incidir en la determinación de los hechos en los procesos judiciales. Para alcanzar dicho propósito, no basta con dirigir la mirada hacia disciplinas extrajurídicas exitosas e integrar lo que de ellas pueda extraerse a las teorías jurídicas de la prueba y a la práctica judicial. Es necesario, además, considerar el tipo de hechos a probar, los roles de las reglas jurídicas aplicables, y asumir que litigantes y jueces, actuando en un contexto institucional, podrán ser más o menos agudos en la discusión fáctica, entre otras cosas. Minimizar la influencia de tales factores expone a los estudios probatorios a tener un bajo rendimiento práctico. Algo de esto ha ocurrido con la llamada concepción racionalista de la prueba. Su innegable aporte al debate académico en español no ha ido a la par de su impacto judicial. Para explicar esta brecha entre teoría y práctica, identificamos tres creencias-obstáculo que afectan a su discurso sobre la prueba y que deben ser sorteadas si lo que se busca es influir en la forma en que se juzgan los hechos en un sistema judicial realmente existente. Palabras clave: Concepción racionalista de la prueba, creencia-obstáculo, hecho y derecho, hechos descritos o constituidos, ciencia sin valores, derecho probatorio
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