2021
DOI: 10.9756/int-jecse/v13i2.211138
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Instructional-based Gamification in Improving Knowledge in Early Childhood

Abstract: This research aims to produce instructional-based gamification, which effectively improves healthy and clean-living knowledge during early childhood, in Kindergarten Group B Banten Province. A population of 60 students (4-5 years of age) were selected as participants in the study, and all were enrolled in four different kindergartens in Banten province. A purposive sampling technique was used for sample selection, as data collection before and after interventions were carried out using pre and post-test instru… Show more

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Cited by 3 publications
(4 citation statements)
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“…However, this represents a weakness of the research field, due the presence of other definitions capable of providing interesting types of identification of the gamification concept. For example, gamification is understood as a strategy or an approach [59,83,84], an emerging trend [57] or a set of activities or services [67,84,85] that are useful for providing learning, communication and interaction to the user in a fun and engaging atmosphere in order to enhance results and behaviours, providing a better user experience. Moreover, gamification is understood as an integration or supporting tool (i) to foster co-creation processes of, for example, a new kind of healthy food product as well as a form of product advertising [86,87]; (ii) to engage specific users such as consumers, children and farmers [56,[88][89][90][91][92]; (iii) to stimulate food behaviour change [29] and technology usage [55].…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…However, this represents a weakness of the research field, due the presence of other definitions capable of providing interesting types of identification of the gamification concept. For example, gamification is understood as a strategy or an approach [59,83,84], an emerging trend [57] or a set of activities or services [67,84,85] that are useful for providing learning, communication and interaction to the user in a fun and engaging atmosphere in order to enhance results and behaviours, providing a better user experience. Moreover, gamification is understood as an integration or supporting tool (i) to foster co-creation processes of, for example, a new kind of healthy food product as well as a form of product advertising [86,87]; (ii) to engage specific users such as consumers, children and farmers [56,[88][89][90][91][92]; (iii) to stimulate food behaviour change [29] and technology usage [55].…”
Section: Discussionmentioning
confidence: 99%
“…[88] The concept of gamification concerns a set of activities and processes, which are used to solve problems related to learning, through game mechanics. [85] Gamification can be understood as using game-typical elements in a non-game-typical context, e.g., to motivate customers towards purchasing a product. [76] Gamification is a process of adding game features that systematically stimulate the usage of the target system in order to boost overall value creation.…”
Section: Definitions Sourcementioning
confidence: 99%
“…La intervención del juego "Rhino Hero" hizo que las puntuaciones del CI verbal, el CI de rendimiento y el CI a escala completa aumentaran respectivamente en +0,50, +0,83 y +1,33. (Riska et al, 2021) Sí El juego fomentó el aprendizaje activo y dinámico de los alumnos.…”
Section: Grupo De Control O Referenciaunclassified
“…El foco principal de los estudios ha sido el aprendizaje. En menor medida, otros autores se enfocaron en mejorar ciertas habilidades sociales de los niños (Nicolaidou et al, 2022;Riska et al, 2021;Torres-Rojas et al, 2022).…”
Section: Discusión Y Conclusionesunclassified