2023
DOI: 10.30935/cedtech/12863
|View full text |Cite
|
Sign up to set email alerts
|

Gamification in education: A citation network analysis using CitNetExplorer

Abstract: Gaming is becoming a popular method of engaging students in learning processes across all levels of the educational community. The effective integration of gaming activities into course curricula has the potential to enhance student learning, motivation, and knowledge acquisition in a range of disciplines. However, gamification of education is not without its opponents, with many educators concerned about the negative impacts of game use on effective learning. This study enhances our understanding of contempor… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
5
0
1

Year Published

2023
2023
2024
2024

Publication Types

Select...
6
2
2

Relationship

0
10

Authors

Journals

citations
Cited by 17 publications
(6 citation statements)
references
References 131 publications
0
5
0
1
Order By: Relevance
“…Serious games aim to influence the attitudes and behaviors of the participant players. Although there are educators who question the impact of the use of games on effective learning [55], the truth is that games involve students and provide better learning results [56], and there is extensive literature that presents successful experiences of using serious games in the educational field [57]. In a later stage of the research, it will be interesting to consider its effect between secondary school adolescents and their teachers.…”
Section: Discussionmentioning
confidence: 99%
“…Serious games aim to influence the attitudes and behaviors of the participant players. Although there are educators who question the impact of the use of games on effective learning [55], the truth is that games involve students and provide better learning results [56], and there is extensive literature that presents successful experiences of using serious games in the educational field [57]. In a later stage of the research, it will be interesting to consider its effect between secondary school adolescents and their teachers.…”
Section: Discussionmentioning
confidence: 99%
“…This study illustrates that the learning approach taken can increase the effectiveness in embedding language concepts that are the learning objectives. The game-thinking approach in multimedia provides interactivity, a fun learning environment that facilitates direct acquisition of skills competencies by students, increases motivation, reduces learning anxiety, and increases student engagement in learning (Chugh & Turnbull, 2023;Hossein-Mohand et al, 2021).…”
Section: Discussionmentioning
confidence: 99%
“…Pengembangan modul interaktif akan diupayakan untuk memfasilitasi siswa untuk dapat berpartisipasi melalui aktivitas gim yang menyenangkan (Hussein et al, 2023). Gamifikasi juga dalam term lain merupakan metode pembelajaran yang menggunakan prinsip permainan (gim) yang diterapkan secara spesifik pada pendidikan untuk memberikan pemahaman ulang terkait sebuah fenomena (Chugh & Turnbull, 2023).Sehingga pengembangan modul ini merupakan tawaran atas kesenjangan tersebut dengan mengembangkan e-modul interaktif berbasis gamifikasi yang mengajak siswa mengalami pembelajaran bermakna secara langsung baik secara pengoperasian dan penyelesaian tahapan-tahapan gim yang ada dalam modul. Dalam modul ini siswa diajak untuk membantu tokoh hewan untuk menyelesaikan semua rintangan permainan.…”
Section: A Pendahuluanunclassified