2018
DOI: 10.1016/j.procs.2018.08.187
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Analysis of Gamification Models in Education Using MDA Framework

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Cited by 115 publications
(76 citation statements)
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“…Gamification is a relatively new term first used by Nick Pelling in 2002 (Marczewski, 2013) but a sharp increase started in 2010 (Google, 2018). Gamification is a technique that can increase motivation and encourage users, especially in the field of education, which requires teaching and learning activities to be more fun and interesting (Kusuma, Wigati, Suryapranata, 2018). A deep understanding of social, cultural and environmental issues in context of gamification and education is valuable to analyse people's activities on social networks connected with this topic (Hu, Manikonda, Kambhampati, 2014;Pilař et al, 2016a;Pilař et al, 2017a).…”
Section: Introductionmentioning
confidence: 99%
“…Gamification is a relatively new term first used by Nick Pelling in 2002 (Marczewski, 2013) but a sharp increase started in 2010 (Google, 2018). Gamification is a technique that can increase motivation and encourage users, especially in the field of education, which requires teaching and learning activities to be more fun and interesting (Kusuma, Wigati, Suryapranata, 2018). A deep understanding of social, cultural and environmental issues in context of gamification and education is valuable to analyse people's activities on social networks connected with this topic (Hu, Manikonda, Kambhampati, 2014;Pilař et al, 2016a;Pilař et al, 2017a).…”
Section: Introductionmentioning
confidence: 99%
“…The concept underlying this application is an interesting, interactive and collaborative learning media about the types, functions, and philosophy of traditional Kujang weapons. This application uses Augmented Reality-based technology that allows users as if to see the real form of types of Kujang through a cellphone camera because the animation created is a 3-dimensional animation [11], [13], [16]. The target audience is the general public, especially the people of West Java.…”
Section: Concept Planningmentioning
confidence: 99%
“…AR Camera page views can be seen in Figure 6. The AR facilities provided are very useful for digging Kujang information [8], [13]. In this condition, the user's enthusiasm increases so that this learning media is very potential to be developed as a digital learning media [3], [14].…”
Section: Assemblymentioning
confidence: 99%
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