PROJECT PROPOSAL
THE EFFECTIVENESS OF TECHNOLOGY TOOLS IN EDUCATION SUCH AS
GAMIFICATION IN ENHANCING LEARNING ENGAGEMENT AMONG SECONDARY SCHOOL STUDENTS
PREPARED BY:
SAW BOON HU
MASTER OF EDUCATION
UNIVERSITY OF GEOMATIKA
SUPERVISOR:
DR. KIM TENG SIANG
Restricted
BACKGROUND OF THE STUDY
Introduction
RESEARCH PROBLEM
RESEARCH OBJECTIVES
RESEARCH QUESTIONS
SIGNIFICANCE OF THE STUDY
1) Students
2) Teachers
3) Schools
4) Ministry of Education (MOE)
SCOPE AND LIMITATIONS
Scope
Limitations
RELATED LITERATURES
Learning Engagement
Learning engagement consists of
Researchers found that higher engagement improves academic achievement.
GAMIFICATION IN EDUCATION
Recent studies reported:
✓ increases motivation
✓ promotes active participation
✓ improves classroom interaction
✓ provides immediate feedback
✓ enhances collaborative learning
Recent Studies
RESEARCH METHODOLOGY
SAMPLING METHOD AND PARTICIPANTS
Participants are selected because they have direct experience using gamification tools such as Quizizz and Kahoot , etc. during classroom learning.
RESEARCH INSTRUMENT
DATA COLLECTION PROCEDURE
Research Process
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ESTIMATED DURATION
DATA ANALYSIS
Following the six phases proposed by Virginia Braun and Victoria Clarke:
DATA ANALYSIS
Following the six phases proposed by Virginia Braun and Victoria Clarke: