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A Conceptual Model of Analogue Gamification to Enhance Learners' Motivation and Attitude Mee Mee, Rita Wong; Pek, Lim Seong; Von, Wong Yee; Abd Ghani, Khatipah; Tengku Shahdan, Tengku Shahrom; Ismail, Md Rosli; Rao, Yugeshineey Subba
International Journal of Language Education Vol. 5, No. 2, 2021
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ijole.v5i2.18229

Abstract

The concept of gamification has spread widely in recent years supported by the development of technology, especially due to the plethora of computers and video games and game apps for other devices. Gamification is the use of game thinking and game mechanics in non-game contexts that support play to engage users in solving problems or created for teaching and learning purposes. Gamification does not mean creating games but making education more engaging and fun with play for learners, without undermining its credibility. In modern education, lessons delivery is associated with the lack of engagement and motivation of learners to participate actively in the learning process. Teachers are increasingly faced with the problem of how to integrate technology and to impart good language learning habits at the level of primary school in Malaysia. Hence, the aim of this study is to propose a conceptual model of analogue gamification to enhance primary school learners’ motivation and attitude.
Bridging generations: a scoping review of teaching technology to the elderly using intergenerational strategies Ahmad, Nahdatul Akma; Tengku Shahdan, Tengku Shahrom; Yahya, Norziana
International Journal of Informatics and Communication Technology (IJ-ICT) Vol 14, No 2: August 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijict.v14i2.pp529-539

Abstract

The proportion of the global population aged 60 and above is projected to nearly double by 2050, emphasizing the urgent need for societies to adapt to the challenges posed by an aging population. As the elderly increasingly face difficulties in navigating digital technologies, which are essential for daily tasks and accessing services, the digital divide often leads to digital exclusion. This scoping review investigates intergenerational strategies used to teach technology to older adults. Seventeen studies from 11 countries were analyzed, highlighting six key intergenerational learning strategies: reverse mentoring, virtual learning, collaborative learning, family intergenerational activities, game play learning, and storytelling. These strategies offer diverse methods for enhancing digital literacy and social engagement, with reverse mentoring showing promise in fostering digital competence, and virtual learning promoting inclusivity across generations. However, barriers such as technological access, ongoing support, and cultural differences complicate implementation. This review underscores the importance of adapting instructional approaches to the needs of the elderly while leveraging intergenerational interactions to bridge the digital literacy gap. It calls for sustained efforts to address user needs, provide technical support, and ensure inclusivity, especially for isolated individuals, to maximize the effectiveness and sustainability of these strategies.