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1 Title of the Article Gamification in the Classroom
2 Author's name Premanand Edward Malyakkal: Associate Professor, Department of English, Malabar Christian College, Calicut, India.(e-mailpremclt@gmail.com)
3 Author's name .
4 Subject Information Technology
5 Keyword(s) Internet and Web Applications, Education Technology and Training, Web-based Education Systems and Learning Applications, Communication Systems, Human Computer Interaction (HCI)
6 Abstract

Technology Enhanced Language Learning (TELL) is the buzzword of new learning strategies in the classroom. Game-based applications used in the classroom can investigate the interest generated and performance in learning. They can be used to apply insights and develop the pedagogy. Although there are many games-enhanced and game-based perspectives (Chik, 2014), there is a need for more research on the former. The experiment and survey was conducted during a National Seminar held at the Malabar Christian College, Calicut, S. India with over one hundred participants from more than 16 colleges all over India. A simple game format using web resources was administered to the participants with a questionnaire before and after the game to measure their interest. The results highlighted the fact that game-based pedagogy stimulates learners and engages their attention. The experiment is hoped to have far-reaching consequences in the educational world

7 Publisher Innovative Research Publication
8 Journal Name; vol., no. International Journal of Innovative Research in Computer Science & Technology (IJIRCST); Volume-2 Issue-5
9 Publication Date September 2014
10 Type Peer-reviewed Article
11 Format PDF
12 Uniform Resource Identifier https://ijircst.org/view_abstract.php?title=Gamification-in-the-Classroom&year=2014&vol=2&primary=QVJULTEwNQ==
13 Digital Object Identifier(DOI)  
14 Language English
15 Page No 52-55

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