The GAMIFICATION TO IMPROVE LEARNERS’ HANDWRITING IN PRIMARY AND MIDDLE SCHOOL STUDENTS OF HYDERABAD INSTITUTE OF EXCELLENCE

Detalhes bibliográficos
Autor(a) principal: Lawrance, Paul Joseph
Data de Publicação: 2023
Outros Autores: Begum, Naziya, MOREIRA, ANTÓNIO
Tipo de documento: Artigo
Idioma: por
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://doi.org/10.34624/ilcj.v13i2.32748
Resumo: Good handwriting is essential for a student to develop during school days. Writing by hand involves intricate movements which activate more areas of the brain, and strengthen memory power, muscle power, and concentration span. The gamification concept was applied to improve students' handwriting in primary and middle school students. Game elements like points, badges, and prizes were used to motivate students. The research was carried out at Hyderabad Institute of Excellence, Mudgula Chitampally, Vikarabad District, Telangana State, India. A case study was used as a method in this research. Two rounds of handwriting competitions were conducted for both primary and middle school students, and qualitative and quantitative methods were used to collect data. Instant effective feedback was given to students based on their performance in the first round of the handwriting competition. The result shows that out of 240 students, 20 per cent of students got the best handwriting at the Hyderabad Institute of Excellence. Overall, 53 per cent  of students showed improvement in their handwriting. 
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spelling The GAMIFICATION TO IMPROVE LEARNERS’ HANDWRITING IN PRIMARY AND MIDDLE SCHOOL STUDENTS OF HYDERABAD INSTITUTE OF EXCELLENCEGood handwriting is essential for a student to develop during school days. Writing by hand involves intricate movements which activate more areas of the brain, and strengthen memory power, muscle power, and concentration span. The gamification concept was applied to improve students' handwriting in primary and middle school students. Game elements like points, badges, and prizes were used to motivate students. The research was carried out at Hyderabad Institute of Excellence, Mudgula Chitampally, Vikarabad District, Telangana State, India. A case study was used as a method in this research. Two rounds of handwriting competitions were conducted for both primary and middle school students, and qualitative and quantitative methods were used to collect data. Instant effective feedback was given to students based on their performance in the first round of the handwriting competition. The result shows that out of 240 students, 20 per cent of students got the best handwriting at the Hyderabad Institute of Excellence. Overall, 53 per cent  of students showed improvement in their handwriting. Uma boa caligrafia é uma habilidade essencial para um aluno desenvolver durante os dias de escola. Escrever à mão fortalece o poder da memória, a força muscular e o tempo de concentração. O conceito de gamificação foi usado para melhorar a caligrafia dos alunos do ensino fundamental e médio. Elementos do jogo como pontos, badges e prémios foram usados ​​para motivar os alunos. A pesquisa foi realizada no Hyderabad Institute of Excellence, Mudgula Chitampally, Vikarabad District, Telangana State, Índia. O estudo de caso foi utilizado como método nesta pesquisa. Duas rodadas de competições de caligrafia foram realizadas para alunos do ensino fundamental e médio, métodos qualitativos e quantitativos foram usados ​​para coletar dados. Feedback efetivo instantâneo foi dado aos alunos com base no seu desempenho na primeira rodada da competição de caligrafia. O resultado mostra que de 240 alunos, 20 por cento dos alunos obtiveram a melhor caligrafia no Hyderabad Institute of Excellence. No geral, 53% dos alunos apresentaram melhorias na sua caligrafia.Universidade de Aveiro2023-10-11info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.34624/ilcj.v13i2.32748https://doi.org/10.34624/ilcj.v13i2.32748Internet Latent Corpus Journal; Vol 13 No 2 (2023); 161-171Internet Latent Corpus Journal; Vol. 13 Núm. 2 (2023); 161-171Internet Latent Corpus Journal; Vol. 13 No 2 (2023); 161-171Internet Latent Corpus Journal; vol. 13 n.º 2 (2023); 161-1711647-7308reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPporhttps://proa.ua.pt/index.php/ilcj/article/view/32748https://proa.ua.pt/index.php/ilcj/article/view/32748/22966Direitos de Autor (c) 2023 Paul Joseph Lawrancehttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessLawrance, Paul JosephBegum, NaziyaMOREIRA, ANTÓNIO2023-10-13T17:30:21Zoai:proa.ua.pt:article/32748Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T20:35:24.827770Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv The GAMIFICATION TO IMPROVE LEARNERS’ HANDWRITING IN PRIMARY AND MIDDLE SCHOOL STUDENTS OF HYDERABAD INSTITUTE OF EXCELLENCE
title The GAMIFICATION TO IMPROVE LEARNERS’ HANDWRITING IN PRIMARY AND MIDDLE SCHOOL STUDENTS OF HYDERABAD INSTITUTE OF EXCELLENCE
spellingShingle The GAMIFICATION TO IMPROVE LEARNERS’ HANDWRITING IN PRIMARY AND MIDDLE SCHOOL STUDENTS OF HYDERABAD INSTITUTE OF EXCELLENCE
Lawrance, Paul Joseph
title_short The GAMIFICATION TO IMPROVE LEARNERS’ HANDWRITING IN PRIMARY AND MIDDLE SCHOOL STUDENTS OF HYDERABAD INSTITUTE OF EXCELLENCE
title_full The GAMIFICATION TO IMPROVE LEARNERS’ HANDWRITING IN PRIMARY AND MIDDLE SCHOOL STUDENTS OF HYDERABAD INSTITUTE OF EXCELLENCE
title_fullStr The GAMIFICATION TO IMPROVE LEARNERS’ HANDWRITING IN PRIMARY AND MIDDLE SCHOOL STUDENTS OF HYDERABAD INSTITUTE OF EXCELLENCE
title_full_unstemmed The GAMIFICATION TO IMPROVE LEARNERS’ HANDWRITING IN PRIMARY AND MIDDLE SCHOOL STUDENTS OF HYDERABAD INSTITUTE OF EXCELLENCE
title_sort The GAMIFICATION TO IMPROVE LEARNERS’ HANDWRITING IN PRIMARY AND MIDDLE SCHOOL STUDENTS OF HYDERABAD INSTITUTE OF EXCELLENCE
author Lawrance, Paul Joseph
author_facet Lawrance, Paul Joseph
Begum, Naziya
MOREIRA, ANTÓNIO
author_role author
author2 Begum, Naziya
MOREIRA, ANTÓNIO
author2_role author
author
dc.contributor.author.fl_str_mv Lawrance, Paul Joseph
Begum, Naziya
MOREIRA, ANTÓNIO
description Good handwriting is essential for a student to develop during school days. Writing by hand involves intricate movements which activate more areas of the brain, and strengthen memory power, muscle power, and concentration span. The gamification concept was applied to improve students' handwriting in primary and middle school students. Game elements like points, badges, and prizes were used to motivate students. The research was carried out at Hyderabad Institute of Excellence, Mudgula Chitampally, Vikarabad District, Telangana State, India. A case study was used as a method in this research. Two rounds of handwriting competitions were conducted for both primary and middle school students, and qualitative and quantitative methods were used to collect data. Instant effective feedback was given to students based on their performance in the first round of the handwriting competition. The result shows that out of 240 students, 20 per cent of students got the best handwriting at the Hyderabad Institute of Excellence. Overall, 53 per cent  of students showed improvement in their handwriting. 
publishDate 2023
dc.date.none.fl_str_mv 2023-10-11
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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dc.identifier.uri.fl_str_mv https://doi.org/10.34624/ilcj.v13i2.32748
https://doi.org/10.34624/ilcj.v13i2.32748
url https://doi.org/10.34624/ilcj.v13i2.32748
dc.language.iso.fl_str_mv por
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dc.relation.none.fl_str_mv https://proa.ua.pt/index.php/ilcj/article/view/32748
https://proa.ua.pt/index.php/ilcj/article/view/32748/22966
dc.rights.driver.fl_str_mv Direitos de Autor (c) 2023 Paul Joseph Lawrance
http://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Direitos de Autor (c) 2023 Paul Joseph Lawrance
http://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade de Aveiro
publisher.none.fl_str_mv Universidade de Aveiro
dc.source.none.fl_str_mv Internet Latent Corpus Journal; Vol 13 No 2 (2023); 161-171
Internet Latent Corpus Journal; Vol. 13 Núm. 2 (2023); 161-171
Internet Latent Corpus Journal; Vol. 13 No 2 (2023); 161-171
Internet Latent Corpus Journal; vol. 13 n.º 2 (2023); 161-171
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