Conference 1
Conference 1
Conference 1
E-Learning Platforms
Mohammed Abdulaziz Alsubhi Noraidah Sahari@ Ashaari Universiti Tengku Siti Meriam Tengku Wook
Universiti Kebangsaan Malaysia Faculty Kebangsaan Malaysia Faculty of Universiti Kebangsaan Malaysia Faculty
of Information Science and Technology Information Science and Technology of Information Science and Technology
[email protected] [email protected] [email protected]
Abstract: E-Learning activities are considered an important mechanical processes that are used to motivate and engage
tool for all levels of students and many e-learning applications users in resolving problems. Additionally, [15] agreed that
utilise scenario and/or simulation-based learning. Previous work gamification can include contemplation on the application of
has identified many issues leading to student disengagement with game pieces for motivating learners. However, the author
e-learning platforms. These issues were associated with trivial stressed that gamification specifically refers to the use of game-
tasks, task evaluation, mobile learning, learning materials and a based mechanics and aesthetics in addition to game thinking
single-mode approach to instruction etc. Therefore, this study for the purpose of engaging individuals, motivating actions,
will investigate the most common challenges and issues faced by promoting learning, and solving problems. Meanwhile, within
students in an e-learning environment. A qualitative approach
e-learning, [16] and [17] view gamification as quickly
was used for content analysis to identify and confirm these
challenges, namely, interviews with experts with the interview
becoming an effective learning technique for learners, in this
questions deriving from previous work. Finally, the findings were case, students.
a group of suggestions and techniques that could facilitate in The following section presents the brief literature review of
solving these challenges and issues. work relating to the key issues that have been identified in the
e-learning activities platform, leading to learner disengagement
Keywords: e-learning; activities; gamification; game elements; due to lack of motivation.
engagement.