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Paper 4: Gamification as a Method of Teaching and Assessment |Anica | Nasiha | Kaniza | IIMCS 2025
At the ICOMGAM Innovative Media & Communication Summit (IIMCS) 2025, Anica Hossain, Muhesena Nasiha Syeda, and Kaniza Rahman Ananna from the University of Liberal Arts Bangladesh (ULAB) present their paper on “Gamification as a Method of Teaching and Assessment in Media and Communication Studies.”
The presentation explores how gamification can transform traditional teaching and assessment into engaging, interactive, and impactful learning experiences. By incorporating game-based elements, the study highlights ways to boost student motivation, participation, and practical skill development in media and communication education.
A fresh perspective from emerging scholars, this session showcases how innovative learning methods can reshape the future of education.
Anica Hossain is an artist and a communication professional with over eight years of experience in strategic visual communication. She specializes in using design for development goals, holding an undergraduate degree in Communication for Development and currently completing her Master's in Communication. Anica’s global experience includes working as a UN Volunteer with UNDP Singapore and Switzerland, and as a Visual Communication Consultant for GIZ Bangladesh. Her commitment to excellence was recognized internationally when she won the Global Student of the Year award at the Global Alliance World Public Relations Forum 2024. Beyond her professional and academic pursuits, Anica is a professional Esports Gamer and channels her creative energy into her personal art brand, Anico.
Muhesena Nasiha Syeda is a writer and computer science graduate with professional experience as an intern in the Business Division of Grameenphone Ltd., where she took the initiative of automating the customer service process. Her work bridges technology, storytelling, and social insight, reflecting a blend of analytical and creative disciplines. Her dataset on the correlation between mental health and social media use has been cited in Computational Economics (Springer Nature, 2024), and her writing has been featured internationally through the UK-based arts organization Sampad as part of the "My City, My Home" project. Muhesena continues to explore how narratives and technology intersect to shape meaningful human experiences.
Kaniza Rahman Ananna is a communication and media professional with a passion for storytelling, research, and visual production. She graduated from the University of Liberal Arts Bangladesh (ULAB), majoring in Communication for Development and Digital TV and Film Production.
#IIMCS2025 #ICOMGAM #Gamification #MediaEducation #ULAB #InnovativeLearning #CommunicationStudies
Видео Paper 4: Gamification as a Method of Teaching and Assessment |Anica | Nasiha | Kaniza | IIMCS 2025 канала Inst. for Communications and Gamification Research
The presentation explores how gamification can transform traditional teaching and assessment into engaging, interactive, and impactful learning experiences. By incorporating game-based elements, the study highlights ways to boost student motivation, participation, and practical skill development in media and communication education.
A fresh perspective from emerging scholars, this session showcases how innovative learning methods can reshape the future of education.
Anica Hossain is an artist and a communication professional with over eight years of experience in strategic visual communication. She specializes in using design for development goals, holding an undergraduate degree in Communication for Development and currently completing her Master's in Communication. Anica’s global experience includes working as a UN Volunteer with UNDP Singapore and Switzerland, and as a Visual Communication Consultant for GIZ Bangladesh. Her commitment to excellence was recognized internationally when she won the Global Student of the Year award at the Global Alliance World Public Relations Forum 2024. Beyond her professional and academic pursuits, Anica is a professional Esports Gamer and channels her creative energy into her personal art brand, Anico.
Muhesena Nasiha Syeda is a writer and computer science graduate with professional experience as an intern in the Business Division of Grameenphone Ltd., where she took the initiative of automating the customer service process. Her work bridges technology, storytelling, and social insight, reflecting a blend of analytical and creative disciplines. Her dataset on the correlation between mental health and social media use has been cited in Computational Economics (Springer Nature, 2024), and her writing has been featured internationally through the UK-based arts organization Sampad as part of the "My City, My Home" project. Muhesena continues to explore how narratives and technology intersect to shape meaningful human experiences.
Kaniza Rahman Ananna is a communication and media professional with a passion for storytelling, research, and visual production. She graduated from the University of Liberal Arts Bangladesh (ULAB), majoring in Communication for Development and Digital TV and Film Production.
#IIMCS2025 #ICOMGAM #Gamification #MediaEducation #ULAB #InnovativeLearning #CommunicationStudies
Видео Paper 4: Gamification as a Method of Teaching and Assessment |Anica | Nasiha | Kaniza | IIMCS 2025 канала Inst. for Communications and Gamification Research
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29 марта 2026 г. 10:28:15
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