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THE EVOLUTION OF BLENDED LEARNING VIA GAMIFICATION

DR PHUAH KIT TENG

CHERYL WITHANEACHI

Faculty of Business [FOBCAL]

INTI INTERNATIONAL UNIVERSITY NILAI

2017

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TABLE OF CONTENT

1.0 INTRODUCTION... PAGE 3

2.0 PROBLEM ..PAGE

3.0 OBJECTIVE PAGE 6

4.0 FRAMEWORK ... PAGE 7

5.0 PROBLEM STATEMENT.......... PAGE 9

6.0 METHODOLOGY.. PAGE 18

7.0 ANALYSIS. PAGE 20

8.0 EXPECTED RESULTS PAGE 21

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1.0 INTRODUCTION

OBJECTIVE:

1) To determine the effectiveness of the blended learning platform through the use

of gamification and its relation to measurement of a students progress based on

subject levels.

How? We need to identify a course/subject matter that use the blended mode for 2

consecutive semesters, based on subject levels [First year, Final Year Course], measure

the course [activities, course outline, exams/test/quiz/survey, music, games, movement]

2) To identify gamification techniques that will boost students progress and create

a module guideline that enhances progression.

How? Results of OB1 and use it as base to create a module guideline that will enhance

progression.

FRAMEWORK:

METHODOLOGY QUALITATIVE: FOCUS GROUP / OBSERVATION

ANALYSIS: CODING AND THEMES-

EXPECTED RESULTS

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