A Gamified Approach to Improving Student’s Participation in Farm Practice – A Case Study of Landmark University

Authors

  • Adebayo Omotosho Landmark University
  • Truman Tyoden
  • Peace Ayegba
  • Joyce Ayoola

DOI:

https://doi.org/10.3991/ijim.v13i05.9404

Keywords:

gamification, farm practice, participation, user-engagement, android, mobile app

Abstract


The importance of students’ involvement in classroom and non-classroom university courses cannot be overemphasized in the process of learning. But, students for several reasons must be motivated to enhance their continuous participation, especially in non-classroom courses. Landmark University is an agrarian-based institution and students are expected to actively take part in at least one agricultural course irrespective of their specializations. Students commitments to Farm Practice courses are core to graduation despite many students not meeting the expected level of dedication early. Gamification is the process of using game strategies and techniques to actively engage and motivate audiences and to solve problems. Using a database of agricultural resources from Landmark University Teaching and Research Farm, a prototype for a gamified mobile app for engaging students in Farm Practice is developed. Game features such as point, leaderboard, and scoresheet were embedded. The application performance was evaluated by a total of fifty students and 70% of the students claimed that their interests in Farm Practice were positively affected after using the app for the first time.

Author Biography

Adebayo Omotosho, Landmark University

Adebayo Omotosho is lecturer in the Department of Computer Science, Landmark University, Omu-Aran. He received his PhD in Computer Science at Ladoke Akintola University of Technology in 2016. He is a Seasoned Computer Programmer and has taken part in a number of programming competitions in C/C++/C#. He is a member of the Nigeria Computer Society (NCS), Computer Professional [Registration Council] of Nigeria (CPN), Computer Science Teachers Association for Computing Machinery (ACM), and International Association of Computer Science and Information Technology. His research interests are health informatics, computer security, machine learning and biometrics. 

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Published

2019-05-21

How to Cite

Omotosho, A., Tyoden, T., Ayegba, P., & Ayoola, J. (2019). A Gamified Approach to Improving Student’s Participation in Farm Practice – A Case Study of Landmark University. International Journal of Interactive Mobile Technologies (iJIM), 13(05), pp. 94–109. https://doi.org/10.3991/ijim.v13i05.9404

Issue

Section

Papers