2019
DOI: 10.18510/hssr.2019.7572
|View full text |Cite
|
Sign up to set email alerts
|

Adaption of the Gamification Hexad Player Types and Cognitive Awareness in an Engineering Student

Abstract: Purpose: Cognitive awareness involves problem-solving skills to perform appropriate actions. Information observes from the environment will help users to interpret information and select the best solution to perform actions. On the other hand, in learning, the gamified learning approach is one of the alternatives to enhance learners’ cognitive awareness, where it requires learners to analyze information that they perceive from the gamified learning environment, analyze information into a meaningful decision an… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1

Citation Types

0
3
0

Year Published

2020
2020
2021
2021

Publication Types

Select...
1
1

Relationship

0
2

Authors

Journals

citations
Cited by 2 publications
(3 citation statements)
references
References 22 publications
0
3
0
Order By: Relevance
“…The gamification concept has a broad scope and encompasses various contexts such as education and training (Inchamnan, 2018). Gamification is the application of game-based elements and game design techniques in non-game context (Boyinbode, 2018;Bagunaid, et al, 2019;Duy, 2018;Inchamnan, 2019;Ryder & Machajewski, 2017;Zakaria & Rosli, 2019). The use of gamification in a learning environment is seen as an important additional tool in one's learning experience (Mohammad, et al, 2019).…”
Section: Introductionmentioning
confidence: 99%
“…The gamification concept has a broad scope and encompasses various contexts such as education and training (Inchamnan, 2018). Gamification is the application of game-based elements and game design techniques in non-game context (Boyinbode, 2018;Bagunaid, et al, 2019;Duy, 2018;Inchamnan, 2019;Ryder & Machajewski, 2017;Zakaria & Rosli, 2019). The use of gamification in a learning environment is seen as an important additional tool in one's learning experience (Mohammad, et al, 2019).…”
Section: Introductionmentioning
confidence: 99%
“…Gamification is the concept of applying the principles and mechanisms of the game in non-game activities into learning [32], [33]. Nick Pelling was the first person to use the term gamification in 2002.…”
Section: Gamificationmentioning
confidence: 99%
“…This learning utilizes components in games or computer games that plan to persuade understudies, as ideas that utilization game-based mechanics, style, and thinking games to connect with understudies, rouse activities, advance learning and solve problems. Based on previous research, the use of learning Flipped classroom and gamification has been widely used in various studies [17], [18], [21], [25]- [33]. However, there have been no previous studies that analyzed the Flipped classroom learning strategy combined with gamification as a learning solution during the COVID-19 pandemic.…”
Section: Introductionmentioning
confidence: 99%