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<ArticleSet>
  <Article>
    <Journal>
      <PublisherName>IJIRCSTJournal</PublisherName>
      <JournalTitle>International Journal of Innovative Research in Computer Science and Technology</JournalTitle>
      <PISSN>I</PISSN>
      <EISSN>S</EISSN>
      <Volume-Issue>Volume 2 Issue 5</Volume-Issue>
      <PartNumber/>
      <IssueTopic>Information Technology</IssueTopic>
      <IssueLanguage>English</IssueLanguage>
      <Season>September - October 2014</Season>
      <SpecialIssue>N</SpecialIssue>
      <SupplementaryIssue>N</SupplementaryIssue>
      <IssueOA>Y</IssueOA>
      <PubDate>
        <Year>2019</Year>
        <Month>11</Month>
        <Day>23</Day>
      </PubDate>
      <ArticleType>Computer Sciences</ArticleType>
      <ArticleTitle>Gamification in the Classroom</ArticleTitle>
      <SubTitle/>
      <ArticleLanguage>English</ArticleLanguage>
      <ArticleOA>Y</ArticleOA>
      <FirstPage>52</FirstPage>
      <LastPage>55</LastPage>
      <AuthorList>
        <Author>
          <FirstName>Premanand Edward Malyakkal</FirstName>          
          <AuthorLanguage>English</AuthorLanguage>
          <Affiliation/>
          <CorrespondingAuthor>Y</CorrespondingAuthor>
          <ORCID/>
                      <FirstName>.</FirstName>          
          <AuthorLanguage>English</AuthorLanguage>
          <Affiliation/>
          <CorrespondingAuthor>N</CorrespondingAuthor>
          <ORCID/>
           
        </Author>
      </AuthorList>
      <DOI></DOI>
      <Abstract>Technology Enhanced Language Learning (TELL) is the buzzword of new learning strategies in the classroom. Game-based applications used in the classroom can investigate the interest generated and performance in learning. They can be used to apply insights and develop the pedagogy. Although there are many games-enhanced and game-based perspectives (Chik, 2014), there is a need for more research on the former. The experiment and survey was conducted during a National Seminar held at the Malabar Christian College, Calicut, S. India with over one hundred participants from more than 16 colleges all over India. A simple game format using web resources was administered to the participants with a questionnaire before and after the game to measure their interest. The results highlighted the fact that game-based pedagogy stimulates learners and engages their attention. The experiment is hoped to have far-reaching consequences in the educational world</Abstract>
      <AbstractLanguage>English</AbstractLanguage>
      <Keywords>Internet and Web Applications, Education Technology and Training, Web-based Education Systems and Learning Applications, Communication Systems, Human Computer Interaction (HCI)</Keywords>
      <URLs>
        <Abstract>https://ijircst.org/abstract.php?article_id=105</Abstract>
      </URLs>      
    </Journal>
  </Article>
</ArticleSet>