VOLUME 9 Issue 10 VOLUME 9 Issue 10 OCTOBER- 2026
2. LEARNER PERCEPTIONS OF GAMIFICATION’S ROLE IN ENGAGEMENT AMONG STUDENTS WITH REFERENCE TO COIMBATORE CITY
Author: Praveen S and Dr. L. Karthikeyan
Gamification has moved from a peripheral classroom novelty to a central strategy through which colleges seek to sustain attention, participation, and persistence in learning, yet its value ultimately depends on how learners themselves perceive and experience it. In Coimbatore, a city with a dense concentration of arts, science, commerce, engineering, and professional institutions, students encounter points, badges, leaderboards, challenges, quizzes, and instant feedback through platforms such as Kahoot, Quizizz, and institutional learning management systems, but institutional enthusiasm does not by itself establish that these elements deepen engagement or support learning.
View1. BARRIERS IN IMPLEMENTING HR ANALYTICS IN HIGHER EDUCATION INSTITUTIONS IN COIMBATORE DISTRICT
Author: Sreevidya Mohan, Dr. L.Karthikeyan
Human resource analytics has emerged as a strategic mechanism through which higher education institutions transition from routine, record-based personnel administration toward evidence-based decision-making across faculty recruitment, workload allocation, performance appraisal, training needs identification, talent retention, and institutional workforce planning. Despite the growing availability of human resource information systems, interactive dashboards, and predictive modelling tools, the adoption of HR analytics across higher education remains uneven, particularly within district-level educational ecosystems where institutional funding, technological maturity, analytical competence, and governance structures vary substantially.
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