Technology and Livelihood Education (TLE) in the Philippines is continuously progressing due to the demand of global community in technical skills. In this progression in education, inadequate teaching and learning materials, and teaching strategy that are suitable in the new curriculum becomes a problem inside the classroom. The use of technology is constantly upgrading the classroom environment. It is being used by teachers to enhance the creativity, innovation, and engagement of their teaching methods. Moreover, it has the capability to increase student’s attainment and escalate their future opportunities, whatever career they choose. Among this innovative teaching strategy is gamification. Gamification is a teaching strategy that increa...
3D Education, Engaging, Gamification, Learning Management System, Mixed-Methods Evaluation, Oculus R...
Traditional lecture is a teaching method that is largely used in the teaching and learning process. ...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Technology and Livelihood Education (TLE) in the Philippines is continuously progressing due to the ...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
Abstract Gamification has emerged as an innovation in classroom teaching, which is not new in the w...
Gamification is an instructional strategy recently introduced to K12 classrooms where token economie...
This paper reports on a study investigating teachers’ experiences of using gamification as a teachin...
Gamification is a technique that incorporates game elements into everyday activities in order to inc...
Over the past few years the application of educational technology in the classroom setting has been ...
The idea of Gamification is very popular for applying the gaming concept theory in various fields. N...
Planning a creative learning environment is not an easy task. Teachers prefer to teach traditionally...
Background/Objectives: In an adaptive learning strategy, the educator will decide what to teach mana...
This study aims to investigate the effectiveness of gamification in developing soft skills and STEM ...
Although there is ample evidence that gamification can engage students in learning, it is less used ...
3D Education, Engaging, Gamification, Learning Management System, Mixed-Methods Evaluation, Oculus R...
Traditional lecture is a teaching method that is largely used in the teaching and learning process. ...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Technology and Livelihood Education (TLE) in the Philippines is continuously progressing due to the ...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
Abstract Gamification has emerged as an innovation in classroom teaching, which is not new in the w...
Gamification is an instructional strategy recently introduced to K12 classrooms where token economie...
This paper reports on a study investigating teachers’ experiences of using gamification as a teachin...
Gamification is a technique that incorporates game elements into everyday activities in order to inc...
Over the past few years the application of educational technology in the classroom setting has been ...
The idea of Gamification is very popular for applying the gaming concept theory in various fields. N...
Planning a creative learning environment is not an easy task. Teachers prefer to teach traditionally...
Background/Objectives: In an adaptive learning strategy, the educator will decide what to teach mana...
This study aims to investigate the effectiveness of gamification in developing soft skills and STEM ...
Although there is ample evidence that gamification can engage students in learning, it is less used ...
3D Education, Engaging, Gamification, Learning Management System, Mixed-Methods Evaluation, Oculus R...
Traditional lecture is a teaching method that is largely used in the teaching and learning process. ...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...