Jasperactive as a Gamification Tool for Motivation and Engagement in Adult Learners

نویسندگان

چکیده

Gamification is the use of game elements in non-gaming contexts. This paper explored how gamification can be a motivation and engagement tool for adult learners an End-user Computing (EUC) course. Due to their high workloads limited practice opportunities, staff members at University Technology (UoT) struggled find time enhance EUC skills. The researchers used Jasperactive platform teach skills learners. A conceptual framework using theories was as lens this study. study followed interpretive case design with qualitative approach. sample comprised thirty participants who were purposefully selected regarded Data collected through researcher’s observations one-on-one interviews six participants. Thematic data analysis conducted included framework. findings revealed certain influenced findings, furthermore, indicated that may solve issues training working environments if it well-designed founded on well-established execution principles. Moreover, when are motivated involved learning process, current might useful explain phenomenon. Adult seemed engaged effort abilities gamified like Jasperactive. suggested further complete course obtain Microsoft Office Specialist certificate.

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ژورنال

عنوان ژورنال: Progressio

سال: 2022

ISSN: ['0256-8853', '2663-5895']

DOI: https://doi.org/10.25159/2663-5895/10352