Hope Enabler: A Novel Gamification-Based Approach to Enhance Classroom Engagement

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Abstract

Gamification is a two-state process that comprises enticement and engagement which are directly or indirectly related to hope. Hope is not just positive emotion, it is a motivational schema that consists of determination to achieve the target and build strategies that lead toward a goal. A unique concept of hope enabler is presented herein which is an innovative tool for hope, and it creates the next level of motivation for enticement and engagement. In this paper, the classroom teaching novel architecture of hope creation and hope support mechanism is formed. Factor analysis and other statistical tools are applied to the survey results to identify the gamified classroom learning factors/elements. The participation of each element would be differential, hence the present work is based on the survey in order to propose the level of participation by the virtue of the coefficients of each element identified. The classroom hope equation is formed which consists of four major elements: faculty conduct, teaching methodology, environment, and rewards. The complete theory of the gamification mechanism involves hope enabler, and even the D6 Process involves the atoms of hope and concludes the gamification methodology. When the new model of gamification is proposed by any organization to boost up productivity, there are hope enablers involved by the game designers to make the task more engaging, productive, and meaningful.

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Duggal, K., & Gupta, L. R. (2020). Hope Enabler: A Novel Gamification-Based Approach to Enhance Classroom Engagement. In Lecture Notes in Networks and Systems (Vol. 121, pp. 501–519). Springer. https://doi.org/10.1007/978-981-15-3369-3_38

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