dc.description.abstract | When a global pandemic occurs,
every industry faces the risk of unable to
continue their usual processes and must go
to business process continuity with instant
change management. Considered the
education industry also need an alternative
solution to keep moving without failure. As
experienced in such case distance learning is
the best solution to conduct lessons. But the
issue with normal distance learning is the
learner's interactivity with lessons. To
improve learners' interactivity with the help
of technological advancement, higher
education needs to deploy innovative
teaching-learning methods including games,
simulations, and holograms. Meanwhile,
researches have proven that learning is not
only a response to delivery but more than an
active, constructive, cognitive, and social
process by which the learner strategically
manages the cognitive, physical, and social
resources to build their knowledge. To
enhance these aspects gamification can be a
great deal, and which provides users with
instant access to vast amounts of information
without effort regardless of geographical or
economic boundaries. Holographic
technology might be another resource that
could change the way to create and share
knowledge. Gamification has been using for
the learning and teaching process, but the
hologram projection for learning is still new
to the education industry but it has the
potential to revolutionize aspects of teaching
and learning experience. The sole purpose of
this review study is to determine whether
learners would perceive the gamification
activities inbound with hologram technology
positively and will it help to enhance the
interactivity in the teaching-learning
process. Finally, increase the engagement of
the distance learning process. To gain this
outcome must study the feasibility of
gamification in line with hologram
technology regarding achieving distance
learning objectives. | en_US |