2016
DOI: 10.1051/matecconf/20165803006
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Gamification Approach to Enhance Students Engagement in Studying Language course

Abstract: Many researchers have attempted to utilize gamification to increase student engagement, motivation and achievement in the classroom with varying degrees of accomplishment. This research attempts to review of existing literature on the subject as well as the implementation of gamification on Language course. It aims to get better understanding of how gamification can efficiently be used in education. This analysis reveals that the underlying fact that make games engaging are already utilized in pedagogical prac… Show more

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Cited by 26 publications
(23 citation statements)
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“…By letting them access freely without restriction, it reveals a more authentic result of student access that are done voluntarily. This is also consistent with the findings by Cahyani [11], in which she recommends that the student participation should be voluntary to make sure that the participants can feel the "game-like" activity. Fig.…”
Section: Results and Discussion A) Comparison Of Students' Online Actisupporting
confidence: 88%
“…By letting them access freely without restriction, it reveals a more authentic result of student access that are done voluntarily. This is also consistent with the findings by Cahyani [11], in which she recommends that the student participation should be voluntary to make sure that the participants can feel the "game-like" activity. Fig.…”
Section: Results and Discussion A) Comparison Of Students' Online Actisupporting
confidence: 88%
“…Respondent's acceptance of mobile technology due to the strong perception and understanding of the concept that the role of gamification is important in today's learning. The finding is in line with previous studies which conclude that gamification improves the teaching quality and student's potential on learning [1], [9], [10], [11].…”
Section: Discussionsupporting
confidence: 92%
“…In education, motivation is considered a determining factor of learning that is used to explain the attention and effort students commit to particular learning activities [10]. Nature of games is believed may facilitate students' motivation and interest, engagement, as well as the retention of learned skills [11]. It is where the game characteristics and mechanics are incorporated into a task to promote change in behaviour [12].…”
Section: Introductionmentioning
confidence: 99%
“…Associating digital gamification with the writing process provides an active classroom environment and improves creativity (Hibbard, 2015). It encourages students to be open to innovation (Cahyani, 2016); develops problemsolving skills (Gee, 2013;Kapp, 2012;Kayalı & Yilmaz, 2017;Ozer, Kanbul, & Ozdamli, 2018;Urh, Vukovic, & Jereb, 2015); supports collaborative learning (Buchinger & da SilvaHounsell, 2018;Halloluwa et al, 2018;Sánchez-Martín, Cañada-Cañadave ,& Dávila-Acedo, 2017). In addition, the students are motivated to write (Gee, 2008;Kingsley & Grabner-Hagen, 2015;Lam, Hew, & Chiu, 2018;Olson, 2010;Ozer, Kanbul, & Ozdamli, 2018).…”
Section: Introductionmentioning
confidence: 99%