2021
DOI: 10.26858/ijole.v5i2.18229
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A Conceptual Model of Analogue Gamification to Enhance Learners' Motivation and Attitude

Abstract: The concept of gamification has spread widely in recent years supported by the development of technology, especially due to the plethora of computers and video games and game apps for other devices. Gamification is the use of game thinking and game mechanics in non-game contexts that support play to engage users in solving problems or created for teaching and learning purposes. Gamification does not mean creating games but making education more engaging and fun with play for learners, without undermining its c… Show more

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Cited by 20 publications
(14 citation statements)
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“…By asking students to match terms with definitions or utilize words in context to support their meanings and usage, vocabulary tests can be difficult for students [40]. Furthermore, gamified flashcards can include game components like badges, points and progress tracking to make learning more interesting and encouraging [17], [19], [41], [42]. Conversely, interactive stories allow students to choose their path and make decisions, exposing them to new terminology and giving them context for its usage and meaning [32], [43], [44].…”
Section: Inclusion Studies In Systematic Map Reviewmentioning
confidence: 99%
“…By asking students to match terms with definitions or utilize words in context to support their meanings and usage, vocabulary tests can be difficult for students [40]. Furthermore, gamified flashcards can include game components like badges, points and progress tracking to make learning more interesting and encouraging [17], [19], [41], [42]. Conversely, interactive stories allow students to choose their path and make decisions, exposing them to new terminology and giving them context for its usage and meaning [32], [43], [44].…”
Section: Inclusion Studies In Systematic Map Reviewmentioning
confidence: 99%
“…The gamification elements acting as external motivational stimuli at producing desired student's behaviors lead to strong or weak cognitive relationships between student's attitude and behavior (Mee et al, 2021). The success or failure in the gamification process can also trigger various emotions in students (Dominguez et al, 2013).…”
Section: Cognitive Load In Gamified Coursementioning
confidence: 99%
“…During the learning process students really focus and seriously participate in gamification. One of the purposes of using media is to involve students in learning, so that students' attention is focused or fully immersed in the lesson (Mee, Rita Wong Mee, Pek Lim Seong, 2021).…”
Section: Figure 1 Gamification Final Productmentioning
confidence: 99%