Designing a hybrid game model for different e-learning platforms for higher education

Main Article Content

Eng. Zeina Fawzy Kazem
Researcher Muhammad Saeed Hashem
Dr. Haider Hassan Safi

Abstract

During the last two decades, many researchers presented their papers and scientific and research studies with various specializations in supporting e-learning, its types, applications and infrastructure for e-learning. Because of the Corona pandemic in the past three years, and since its first spread, the countries of the world have focused on how to quickly shift from traditional education to e-learning and blended education, but without preparing for this sudden transformation. And there is a great weakness and a very few studies specialized in the subject of designing educational content to deliver information to the recipient easily, and a new scientific concept has emerged that has not been enriched by research yet, and it is called (e-learning in gamification). E-Learning by Gamification Gamification is a relatively new concept that has not been widely discussed in the academic and research field. It can be defined as the use of game elements and game mechanics in unfamiliar and diverse environments such as the educational environment of e-learning. While it has multiple uses in the economic, commercial, military, medical, economic and other sectors. Gamification uses techniques similar to those found in games to motivate and engage the actions and behaviors of the learner and can be used in higher education and how to design authentic educational content. This research paper presents a deeper look at the appropriate technologies for e-learning using gamification in different environments of the 5 e-learning platforms (Canvas, Kahot, Socrative, Live Work Sheet, Puzzle) in higher education, and the paper highlights a deeper look at Appropriate techniques in designing educational content for different platforms and with gamification techniques, and it has a model that describes the design of educational games for computer content content for the five different platforms. Gamification was also conducted in e-learning by following the framework proposed in this paper and a hybrid model that combined different platforms and this is a framework between gamification and e-learning processes. Regular e-learning in one model for different educational platforms (Canvas, Kahot, Socrative, Live Work Sheet, Puzzle) and it can be called “the hybrid model of e-learning design based on gamification” e-learning pitch. Our hybrid model in designing educational content for computer subjects in higher education by building an e-learning platform It can improve students' participation, performance and motivation, thus enhancing learning. Interacting and acquiring skill in a fun and playful way and consolidating information. The result of the experiment is to prove that gamification can enhance learning, participation and interaction. This was proven by collecting data using questionnaires and easily evaluating the different levels of students. And by examining a select group of students who tested our hybrid, diversified and stimulating model used in computer tests for the second stage with a number of 100 students. Although most of the results were positive, no There is still a need for further research and testing of the use of gamification in e-learning and learning applications and for further testing of different environments, involving a larger number of students and different curricular topics.

Article Details

How to Cite
Designing a hybrid game model for different e-learning platforms for higher education. (2022). Journal of the College of Basic Education, 22(SI), 179-197. https://doi.org/10.35950/cbej.v22iSI.5894
Section
pure science articles

How to Cite

Designing a hybrid game model for different e-learning platforms for higher education. (2022). Journal of the College of Basic Education, 22(SI), 179-197. https://doi.org/10.35950/cbej.v22iSI.5894