2022
DOI: 10.4236/jilsa.2022.144010
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Gamification in Education: A Study of Design-Based Learning in Operationalizing a Game Studio for Serious Games

Abstract: The gamification of learning has proven educational benefits, especially in secondary education. Studies confirm the successful engagement of students with improved time on task, motivation and learning outcomes. At the same time, there remains little research on games and learning at the postsecondary level of education where traditional pedagogies remain the norm. Studies that have been conducted remain almost exclusively restricted to science programs, including medicine and engineering. Moreover, postsecon… Show more

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Cited by 6 publications
(3 citation statements)
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“…Gamification often used as a term that refers to the use of game elements (non-game context) to motivate students and make learning much more interesting (Lam & Tse, 2022;Wijaya et al, 2021). The advantages of gamification are 1) it can replace the role of the teacher, 2) it can replace books, listening to lectures, exams, 3) the material is presented more interestingly, 4) it can motivate students to learn (Hendriyati Haryani et al, 2023;Hutson et al, 2022). The ease of accessing media causes students to be interested in re-accessing the material they have studied outside of lecture hours.…”
Section: Discussionmentioning
confidence: 99%
“…Gamification often used as a term that refers to the use of game elements (non-game context) to motivate students and make learning much more interesting (Lam & Tse, 2022;Wijaya et al, 2021). The advantages of gamification are 1) it can replace the role of the teacher, 2) it can replace books, listening to lectures, exams, 3) the material is presented more interestingly, 4) it can motivate students to learn (Hendriyati Haryani et al, 2023;Hutson et al, 2022). The ease of accessing media causes students to be interested in re-accessing the material they have studied outside of lecture hours.…”
Section: Discussionmentioning
confidence: 99%
“…Furthermore, this approach can be employed to capture students' interests and inspire them to actively participate in the learning process (Jusuf, 2016). Similar to games that allow players to retry and correct their mistakes, reducing the fear of failure and increasing their engagement in the game, gamification operates in a manner that makes technology more appealing (Hutson et al, 2022). This encourages users to engage in desired behaviors, provides guidance for achievement and autonomy, assists in problem-solving without becoming an impediment, and capitalizes on human psychological tendencies to engage in games (Deterding et al, 2011a).…”
Section: Introductionmentioning
confidence: 99%
“…At the same time, however, this also predetermines the narrower specialization of the game for a particular group of users for whom the game is intended. It is important to note that educational video games are used in various fields of education, such as history, mathematics, architecture, arts, and more (Hutson, Fulcher, & Weber, 2022). These games are created and applied in the relevant areas to educate learners in these specialties.…”
Section: Introductionmentioning
confidence: 99%