Gamification technique is getting popular to be implemented in learning or training application. It is referred to the use of game elements or game thinking in a non-game context in order to increase engagement between students and learning application. Since there are many elements of games that are identified from previous works, this study focuses on game elements from Gamification technique that positively affect learning when applied to a learning application. Therefore, the objectives of this research are to identify game elements that can be gamified in a learning application; and to verify those elements by multiple users (gamers, students, and experts). Suitable game elements are identified through literature reviews. Two approaches are used to verify these elements; interview experts and administer a survey to gamers and students. The finding of this study suggests the use of a group of game elements with three aims, (1) increase the level of fun and entertainment; (2) motivate students to challenge each other; and (3) improve gaming and learning skills. In a further study, these elements will be implemented in a learning application and its effectiveness shall be tested.
Students sometimes find it hard to learn new programming languages. They often confront unfamiliar programming terms and are required to visualize the processes that happen in the computer memory. Weak students find this a burden and end up memorizing the processes without understanding them and their working. This situation invariably leads students to get low grades in their programming subjects. Some researchers suggested that an enjoyable approach must be adopted in learning difficult subjects. Studies have shown that applying gamification elements in websites engages users. "Gamification" refers to the use of game elements in a non-game context to increase engagement between humans and computers. This research try to solve the problem by apply gamification elements in programming language course as a new architecture of Gamification application to increase the effectiveness of learning and enhance the understanding of students'.
Gamification is to use game elements in a non-game context to increase engagement between human and computer, on the other hand, to encourage in-demand for good behaviors in learning. This research tried to increase student engagements in learning by conducted Gamification technique especially in difficult subjects such as Programming Language courses. The previous work was shown that students dropped, failed, or withdrew from the course at rates of between 35% and 50%. Therefore the main objective of this study is to increase student engagements in learning programming subject, and also to measure the impact of game elements on student’s engagements. Finally, the findings have shown the score of game elements that have a good effect on student’s engagement in the experiment group.
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