The Gamification of Covid-19 Pandemic as an Active Learning Tool in Disaster Education
- 10.2991/assehr.k.210203.149How to use a DOI?
- disaster education, COVID-19, active learning, gamification
COVID-19 likely affected our daily life for a long time. Skill to monitor this pandemic is important in order to increase our adaptability particularly during these tough times. Generally, a non-science learner always tends to ignore news related to the scientific contents of COVID-19 as they claimed they are lack of scientific knowledge‘s background. Thus, this work aims to increase their understanding particularly on scientific contents of COVID-19 by integrating disaster education into game mechanics in order to motivate better behavioral outcomes and simultaneously able to increase awareness and scientific knowledge on COVID-19. In this work, we integrate disaster risk management approaches via gamification strategy by introducing game elements such as goals and conflicts and gameful experiences in non-game context called gamification of COVID-19.
- © 2021, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Sirinon Suwanmolee AU - Abd Halim Md Ali PY - 2021 DA - 2021/02/04 TI - The Gamification of Covid-19 Pandemic as an Active Learning Tool in Disaster Education BT - Proceedings of the 6th UPI International Conference on TVET 2020 (TVET 2020) PB - Atlantis Press SP - 365 EP - 369 SN - 2352-5398 UR - https://doi.org/10.2991/assehr.k.210203.149 DO - 10.2991/assehr.k.210203.149 ID - Suwanmolee2021 ER -