# data[].attributes.body
Thank Mr Sameer and Mr Fadzly for sharing &presentation.The content is interesting and useful, I will try to use this tool in my classes.

# data[].attributes.body
Thank Mr Sameer & Mr

# data[].attributes.body
Thank a lot Mr

# data[].attributes.body
Very interesting pedagogic tool

# data[].attributes.headline
Interesting lesson. Application wise might be an issue to manage students in creation of accts. Asknlearn atuff a bit boring tho.

# data[].attributes.subject
Interesting lesson. Application wise might be an issue to manage students in creation of accts. Asknlearn atuff a bit boring tho.

# data[].attributes.body
Thank u, have learnt a bit abt using gamification to make quizzes less dry

# data[].attributes.body
Very useful session! Love the games

# data[].attributes.body
I got a new interesting ICT platform and knew how to use it as a teaching tool.

# data[].attributes.body
A useful tool to motivate stds learning of concepts or difficult topics. Its promotes positive & healthy competiton amongst stds & self directed learning.

# data[].attributes.body
Very useful to learn how ICT can help even subjects like EL. Will def try to use the games fore learning next time!

# data[].attributes.body
Awesome! Thanks for sharing the wonderful tools! :)

Tools are really engaging - I'm sure students would love it!

# data[].attributes.body
The interactive nature of the lesson is a highly engaging tool

# data[].attributes.body
Good explore to another portal coursemology to engage students in learning through gamification

# data[].attributes.body
Gamification can be used to engage students to be self-directed learners, especially students who are into gaming. The platform used (coursemology) is also useful in helping teachers check the progress of their students' learning and provide effective feedback as assessment for learning.

# data[].attributes.body
May Ling

Usage of gamification allows students to gain points/ tokens that give them motivation to continuously strive for better results. It also helps to promote independent and engaged learning.

# data[].attributes.body
Usage of coursemology to help us track students (experience points, achievement level) helps to reduce manual admin work load (if we were to track by pen and paper) when we introduce gamefication into our lessons. Encourages students to be more self directed learners - they will be inclined to complete more missions/trainings on their own to gain an edge over their peers.

# data[].attributes.headline
Learning through Gamification by ICT Department

# data[].attributes.subject
Learning through Gamification by ICT Department

# data[].attributes.headline
Learning from others. Learning for others. Learning within

# data[].attributes.subject
Learning from others. Learning for others. Learning within

# data[].attributes.body
What takeaways (Eg. resource/tool, pedagogy, strategy) can I apply to my own teaching?   Consider: Why would it be effective to help students learn?