2021
DOI: 10.32890/jtom2021.16.2.6
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Gamification Elements and Its Impact on Students

Abstract: This study reviewed past research with regards to gamification and to propose a conceptual framework model by mapping the relationships between gamification elements and its impacts towards university students’ learning outcomes. This paper synthesized the extant literature on gamification elements by conducting a review of the literature on gamification in the context of students’ learning in higher education. This paper has highlighted the gamification elements i.e. composed by rewards, feedback, points, bad… Show more

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Cited by 3 publications
(2 citation statements)
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“…Reward dapat berbentuk virtual atau nyata, seperti lencana, hadiah, atau akses ke konten tambahan. Efek reward dalam pendidikan adalah memperkuat perilaku positif, memotivasi siswa untuk berpartisipasi aktif, dan memberikan rasa pencapaian, sehingga meningkatkan motivasi dan keterlibatan intrinsik mereka (Khuzzan et al, 2021).…”
Section: Fungsi Elemen Gamifikasiunclassified

Gamification Developments in Education

Aris Triwahyu Febriansah,
Syaifuddin,
Yerry Soepriyanto
2024
Scholaria
“…Reward dapat berbentuk virtual atau nyata, seperti lencana, hadiah, atau akses ke konten tambahan. Efek reward dalam pendidikan adalah memperkuat perilaku positif, memotivasi siswa untuk berpartisipasi aktif, dan memberikan rasa pencapaian, sehingga meningkatkan motivasi dan keterlibatan intrinsik mereka (Khuzzan et al, 2021).…”
Section: Fungsi Elemen Gamifikasiunclassified

Gamification Developments in Education

Aris Triwahyu Febriansah,
Syaifuddin,
Yerry Soepriyanto
2024
Scholaria
“…The first generations, that is, Generation Z, accessed and was exposed to an unprecedented abundance of technology in their upbringing on the Internet at a young age. Again, according to the result of the Web 2.0 revolution, in the midlate 2000s and 2010s, the usage of mobile devices expanded dramatically [1] [5] [8].…”
Section: Introductionmentioning
confidence: 99%