Wong, Chee Ken * and Lee, Chien Sing * (2016) A better understanding of how gamification can help improve digital lifestyles. In: IEEE Virtual Systems and Multimedia, 17-21 October 2017, Sunway University, Kuala Lumpur, Malaysia.
|
Text
Lee Chien Sing A Better Understanding.pdf Download (733kB) | Preview |
Abstract
There are many people without or have little programming knowledge who have many creative ideas but do not have a platform to share, discuss, co-design and showcase their creative ideas. Therefore, in this capstone project, we aim to create a gamify Website to serve as a platform for different users to interact, engage and showcase their creativity. Significance of the study are first, there have been several studies on gamification in ecommerce and e-learning literature but our study is in the Malaysian context, focused on the effects of gamification to learning Science, Technology, Mathematics and Engineering (STEM), through a gamification website. Also, by creating a community of potential designers/creators, to increase interest in the learning of STEM (technology).
Item Type: | Conference or Workshop Item (Paper) |
---|---|
Uncontrolled Keywords: | gamification; digital creativity; digital lifestyles |
Subjects: | Q Science > QA Mathematics > QA76 Computer software |
Divisions: | Sunway University > School of Engineering and Technology [formerly School of Science and Technology until 2020] > Dept. Computing and Information Systems |
Depositing User: | Dr Janaki Sinnasamy |
Related URLs: | |
Date Deposited: | 04 Nov 2017 07:01 |
Last Modified: | 12 Oct 2020 07:00 |
URI: | http://eprints.sunway.edu.my/id/eprint/672 |
Actions (login required)
View Item |