2022
DOI: 10.3991/ijet.v17i03.27489
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Gamification Strategy to Support Self-Directed Learning in an Online Learning Environment

Abstract: This research measures the effect of gamification on learners’ academic performance, investigate their self-directed learning level within an online gamification learning environment and identify the relationship between learners self-directed learning level and their gamification learning experience. Pre-experimental research (single group) was carried out for a duration of 5 weeks among a group of 29 undergraduate year 2 learners from a non-major computer science course undertaking basic programming language… Show more

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Cited by 42 publications
(33 citation statements)
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“…Online education uses virtual learning environments via computer systems that can stimulate learners to learn and work in ways similar to in normal classrooms [10] [11]. Encouraging learners to efficiently access, search for and manage data by themselves, as well as work together via online systems, is the foundation for digital skills needed for future education and social participation [12] [13]. For self-learning, learners are developed via digital platforms that are flexible in terms of time management, venues, opportunities and needs.…”
Section: Introductionmentioning
confidence: 99%
“…Online education uses virtual learning environments via computer systems that can stimulate learners to learn and work in ways similar to in normal classrooms [10] [11]. Encouraging learners to efficiently access, search for and manage data by themselves, as well as work together via online systems, is the foundation for digital skills needed for future education and social participation [12] [13]. For self-learning, learners are developed via digital platforms that are flexible in terms of time management, venues, opportunities and needs.…”
Section: Introductionmentioning
confidence: 99%
“…Model gamifikasi dapat diterapkan di dalam kegiatan pembelajaran untuk menyelesaikan permasalahan belajar. Model gamifikasi dapat merangsang pikiran dan minat siswa dalam belajar sehingga dapat meningkatkan hasil belajar siswa (Palaniappan et al, 2022;Rincon-Flores et al, 2022). Game yang dapat dimanfaatkan dalam menyelesaikan permasalahan pembelajaran disebut game edukasi.…”
Section: Pendahuluanunclassified
“…Temuan penelitian menyatakan bahwa penggunaan game edukasi dapat melatih daya pikir siswa dan dapat meningkatkan konsentrasi siswa dalam kegiatan pembelajaran (Fithri & Setiawan, 2017;Nuqisari & Sudarmilah, 2019). Temuan lainnya menyatakan bahwa penggunaan game dapat mengembangkan kemampuan berpikir siswa dalam memecahkan sebuah masalah (Palaniappan et al, 2022;Rose et al, 2016). Hal ini yang menyebabkan game edukasi dapat dimanfaatkan sebagai media yang dapat membantu meningkatkan literasi budaya pada siswa.…”
Section: Pendahuluanunclassified
“…In fact, through CALL and MALL tools and applications, the innovation of gamification or game-based platforms has been revolutionized in language classrooms because of their effectiveness and efficiency in the language learning and teaching [9][10][11]. Gamification is considered as an emerging approach in order to motivate learners' self-regulated learning and engagement [12][13] because sometimes students' interaction was not very high when they study online [14]. Specifically, the benefits of gamification have not been deniable since a number of game-based tools and applications were invented, i.e.…”
Section: Introductionmentioning
confidence: 99%