Citation
Noor Effendy, Muhamad Fadly Shah and Tham, May Ling and Tam, Xi Yuan and Rozilah, Megat Mohamad Irfan and Chew, Han Hoong and Saad, Wan Zuhainis
(2016)
Mighty Microbes.
In: International University Carnival on e-Learning (IUCEL2016), 20-21 Sept. 2016, Universiti Teknologi Malaysia. (pp. 299-300).
Abstract
Gamification is used for students engagement, motivation, pique curiosity and instill interest. Once they are engage, highly motivated, they will learn. The Mighty Microbes are designed to engage learners in a form of game cards with augmented reality that facilitate learners in enhancing the understanding about microbes and their importance in daily lives.
Download File
Additional Metadata
Actions (login required)
|
View Item |