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THE GAMIFICATION OF COVID-19 PANDEMIC AN ACTIVE LEARNING IN DISASTER EDUCATION Sirinon Suwanmole (a), Abd Halim Md Ali (b)
(a) King Mongkut’s University of Technology Thonburi
(b) University Technology Malaysia
Abstract
COVID-19 likely affected our daily life for a long
time. The skill to monitor pandemic is important to increasing our
adaptability in this era. However several people particularly nonscience learner always ignore to monitor the news related scientific
contents because they claim that they are lack of any scientific
knowledge‘s background to process that information. Thus to
persuade them to make understanding the epidemic situation to
comply with the recommendation rather than merely obedient under
the fear climate. Game playing can be a transdisciplinary approach to
replace the fear into the understanding and compromising everyone
learns together. This research purpose to develop an active learning
tool for pandemic monitoring. The knowledge related pandemic,
learning theory and disaster resilience were integrated into
gamification techniques to outline the component of a game such as
goals, rules, conflict, times, reward, feedback, levels. The results of
the study is board game can be an educational tool that encourage
self-efficacy to accomplish the goal of learning following
understanding the growth of COVID-19 pandemic and monitoring
the news to make a precise decision. It supposed to be an effective
method for increasing participation and improving learning activities.
Keywords: disaster education, COVID-19, active learning, gamification
Topic: Pedagogical Innovations in TVET
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