Abstract:
The conventional learning method is not engaging and motivating, which renders technologys aid to fulfill the objective of a lesson in the classroom. The assistance that we are looking for this has to be engaging and motivating, which leads to one common trend which captivates the attention of pupils, which are games.
Reference this Research Paper (copy & paste below code):
Tamilarasu A/L Rajendran, Dr.Parilah Mohd Shah
(2020); Students perception on Gamification: The use of Kahoot; International Journal of Scientific and Research Publications (IJSRP)
10(05) (ISSN: 2250-3153), DOI: http://dx.doi.org/10.29322/IJSRP.10.05.2020.p10190