An initial sustainable e-learning and gamification framework for higher education

The movements towards achieving sustainable goals among many countries have risen throughout the years. A part of the sustainable goals – the COVID-19 pandemic has forced many universities to move to online learning to sustain students' education. Indeed, e-learning has been delivering through...

Full description

Saved in:
Bibliographic Details
Main Authors: Sofiadin, Aidrina, Azuddin, Muna
Format: Conference or Workshop Item
Language:English
English
Published: IADIS Press 2021
Subjects:
Online Access:http://irep.iium.edu.my/90100/1/Aidrina_ICEduTech%202021.pdf
http://irep.iium.edu.my/90100/7/90100-ML_ICEDUTECH_2021.pdf
http://irep.iium.edu.my/90100/
https://icedutech-conf.org/
Tags: Add Tag
No Tags, Be the first to tag this record!
id my.iium.irep.90100
record_format dspace
spelling my.iium.irep.901002021-06-15T07:21:28Z http://irep.iium.edu.my/90100/ An initial sustainable e-learning and gamification framework for higher education Sofiadin, Aidrina Azuddin, Muna L Education (General) T Technology (General) The movements towards achieving sustainable goals among many countries have risen throughout the years. A part of the sustainable goals – the COVID-19 pandemic has forced many universities to move to online learning to sustain students' education. Indeed, e-learning has been delivering through the website since 1960. There is a need to develop new e-learning models that transform education to support sustainable development goals and achieve education's objectives. Interestingly, e-learning needs to integrate gamification context to increase learners' engagement and passion while promoting lifelong learning. To identify the relationship between e-learning and gamification, this paper examined and assessed various e-learning and gamification models and frameworks, specifically in sustainability, to develop an initial sustainable e-learning and gamification framework for higher education. The framework intends to assist higher education institutions in designing a gamified e-learning that promotes better learning engagement, education equity, skill development, social engagement, well-being, and lifelong learning among their learners. Thus, enabling a sustainable education throughout surviving the pandemic. IADIS Press 2021-03 Conference or Workshop Item PeerReviewed application/pdf en http://irep.iium.edu.my/90100/1/Aidrina_ICEduTech%202021.pdf application/pdf en http://irep.iium.edu.my/90100/7/90100-ML_ICEDUTECH_2021.pdf Sofiadin, Aidrina and Azuddin, Muna (2021) An initial sustainable e-learning and gamification framework for higher education. In: 8th International Conference on Educational Technologies 2021 (ICEduTech 2021), 03-05 March 2021, Virtual. https://icedutech-conf.org/
institution Universiti Islam Antarabangsa Malaysia
building IIUM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider International Islamic University Malaysia
content_source IIUM Repository (IREP)
url_provider http://irep.iium.edu.my/
language English
English
topic L Education (General)
T Technology (General)
spellingShingle L Education (General)
T Technology (General)
Sofiadin, Aidrina
Azuddin, Muna
An initial sustainable e-learning and gamification framework for higher education
description The movements towards achieving sustainable goals among many countries have risen throughout the years. A part of the sustainable goals – the COVID-19 pandemic has forced many universities to move to online learning to sustain students' education. Indeed, e-learning has been delivering through the website since 1960. There is a need to develop new e-learning models that transform education to support sustainable development goals and achieve education's objectives. Interestingly, e-learning needs to integrate gamification context to increase learners' engagement and passion while promoting lifelong learning. To identify the relationship between e-learning and gamification, this paper examined and assessed various e-learning and gamification models and frameworks, specifically in sustainability, to develop an initial sustainable e-learning and gamification framework for higher education. The framework intends to assist higher education institutions in designing a gamified e-learning that promotes better learning engagement, education equity, skill development, social engagement, well-being, and lifelong learning among their learners. Thus, enabling a sustainable education throughout surviving the pandemic.
format Conference or Workshop Item
author Sofiadin, Aidrina
Azuddin, Muna
author_facet Sofiadin, Aidrina
Azuddin, Muna
author_sort Sofiadin, Aidrina
title An initial sustainable e-learning and gamification framework for higher education
title_short An initial sustainable e-learning and gamification framework for higher education
title_full An initial sustainable e-learning and gamification framework for higher education
title_fullStr An initial sustainable e-learning and gamification framework for higher education
title_full_unstemmed An initial sustainable e-learning and gamification framework for higher education
title_sort initial sustainable e-learning and gamification framework for higher education
publisher IADIS Press
publishDate 2021
url http://irep.iium.edu.my/90100/1/Aidrina_ICEduTech%202021.pdf
http://irep.iium.edu.my/90100/7/90100-ML_ICEDUTECH_2021.pdf
http://irep.iium.edu.my/90100/
https://icedutech-conf.org/
_version_ 1703960205095600128
score 13.211869