2021
DOI: 10.11591/ijere.v10i2.21199
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Gamification in e-learning: The mitigation role in technostress

Abstract: The digital world demands graduates who are accustomed to deal with technology. Blended learning is one of the strategies by combining online media with face-to-face classes. It cannot be denied that students who interact with technology experience stress and tension. This condition have an impact on the learning process so that a way out is needed to bring it down. Gamification is a gaming technique that is applied to non-game applications to increase pleasure when interacting with these applications. This fe… Show more

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Cited by 15 publications
(21 citation statements)
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“…Rayburn et al agree that there is a gap in research on the prevention of technostress through training [ 24 ]. Some researchers have already made use of the first findings on technostress mitigation through gamification in e-learning [ 130 ] and developed a game-based digital training platform [ 131 ], which remains to be scientifically evaluated yet. The gamification approach was also suggested as a prevention measure in a recent research report [ 113 ].…”
Section: Discussionmentioning
confidence: 99%
“…Rayburn et al agree that there is a gap in research on the prevention of technostress through training [ 24 ]. Some researchers have already made use of the first findings on technostress mitigation through gamification in e-learning [ 130 ] and developed a game-based digital training platform [ 131 ], which remains to be scientifically evaluated yet. The gamification approach was also suggested as a prevention measure in a recent research report [ 113 ].…”
Section: Discussionmentioning
confidence: 99%
“…The experimental group students showed high enthusiasm for participating in learning (87.50%) through badges, scores, and rewards that encourage a competitive spirit; it is a crucial factor in gamification-based learning, as suggested by previous researchers [63], [64]. As for the feedback in multimedia gamification, some are positive to encourage and motivate the strengths of students [65], [66] and negative feedback, which is more aimed at improving student weaknesses [67]. Gamification-based learning using Articulate Storyline 3 multimedia shows student involvement at a fairly high level, accompanied by an increase in critical thinking and self-regulated learning as components of 21st-century skills.…”
Section: Figure 3 Comparison Of the Achievement Of Critical Thinking ...mentioning
confidence: 70%
“…Phase 2: ‘persona generation’: describe participant motivation 10. Fajri et al ( 2021 ) A gamification model was proposed to be used in blended learning in higher education, using 2 mechanisms: feedback mechanism (points, badges, rewards) and presentation mechanism (Progress bar, Leaderboard) 11. Alsubhi et al ( 2021 ) An engagement framework for guiding developers when gamifying e-learning systems within the higher education context.…”
Section: Results Of the Searchmentioning
confidence: 99%
“…Bencsik et al ( 2021 ) x x x 10. Fajri et al ( 2021 ) x x x 11. Alsubhi et al ( 2021 ) x x x X (With experts) 12.…”
Section: Results Of the Searchmentioning
confidence: 99%
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