Gamification and E-Content During Online Education and Lock-Down Situations: Empirical and Feasibility Study Focusing on Student’s Learning, Health- Wellness, Engagement and Behaviour

Authors

  • Ankita Sharma
  • Ankita Sharma

Keywords:

Gamification, E-content, online education, student’s learning, health-wellness

Abstract

The current trends in the education field are gamification and game-based learning activities. Target language is mostly used by the teacher and students in a foreign language situation. This makes it difficult for learners to acquire, remember, and retain new words. This study looks at the games that the MOODLE Learning Management System (LMS) uses and how they were applied to strengthen the tertiary level vocabulary learning of German learners. Pre- and Post-tests were completed along with a two-week intervention using Moodle games. The findings indicate both a considerable improvement in test scores and a favourable attitude among students toward learning German through games. The learners' ability to remember new words has improved. Earlier, faculties in class would have instructed the students to turn off their cell phones before entering the classroom. We might now advise them to turn on their gadgets and use social media or other online services. Although it is not yet typical, active social media use in class is increasing, and staff and students' reactions to it are divided. Students frequently have questions about how and when they should use social media services in this environment, which is why it's not just academics who struggle with social media's effects. Instead of being a tool for teaching or to enhance learning, social media was first used to express personal identity and to sustain an online social life. During Covid-19 and lockdown, schools or colleges all over the world switched to online education. Due to this, students, parents as well as the  teachers were forced to make an immense change in their daily routine. Teaching was done on digital platforms by the use of laptops and mobile phones, to prevent academic loss of students. Online teaching was started as a great advantage but after some time it turned out to be a disaster. This sudden change from the traditional way of teaching to the virtual way, has affected physical as well as the mental health of the students. Excessive use of mobile phones affect mental health, which can lead to stress, depression, anxiety, sleep disorder, etc. It can be an emotionally and physically taxing job to work in law enforcement. It is common knowledge that safety, career longevity, and job performance are all strongly correlated with health and fitness. The establishment of higher education-based coursework in criminal justice programmes that emphasise the development of healthy behaviour patterns and physical fitness has not been sufficiently studied. A health promotion programme that incorporated several aspects of wellbeing, such as physical fitness, exercise principles, good eating behaviours, goal planning, and stress management, involved college students. Results showed that a college-based health promotion course can successfully prepare criminal justice graduates who are physically fit and prepared for the police academy and who have a basis in healthy lifestyle. Objective of Research: A framework of various facets for Gamification and E-Content during Online Education: Empirical and Feasibility Study Focusing on Student’s Learning, Health- Wellness, Engagement and Behaviour is discussed. An analytical study of International Conventions/ Declarations, Constitutional and Statutory aspects with ground realities, is undertaken to find suitable amendments. Methods: Students were equally randomized to either group-based interactive video gaming or health education for data collection. Although the primary outcomes were related to study feasibility, we also explored the effect of the intervention on neuropsychological performance and other secondary outcomes. Research Methodology: The purpose of research is to examine and verify the positive and negative outcomes of games on mobile/ laptop, etc. on the health and wellness of students. The use of standard legal provisions at national and international level, articles and research papers also gone through for the same. The primary data collected for the check the ground reality along with secondary data. Total 84 students have responded to the questionnaire for the main theme of the paper.

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Published

2023-01-02