2022
DOI: 10.1109/access.2022.3218625
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The Analysis of Intrinsic Game Elements for Undergraduates Gamified Platform Based on Learner Type

Abstract: This paper examines intrinsic motivation-driven game elements and designs an Intrinsic Motivation Gamification Framework to provide undergraduates with a persisting, scaffolding, and satisfying online learning experience based on different user profiles. Gamification became the main resolution for the low retention rate in learning platforms for undergraduates. Most gamified learning studies focus on the player-type profiling method, while no intrinsic motivation-driven game elements are mapped to certain play… Show more

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Cited by 7 publications
(2 citation statements)
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“…This AR output contained two parts: an AR environment for learning Malay language syllables and a knowledge assessment using a quiz mode to measure their grasp of syllables. That is because gamified learning content may motivate the users in the learning process [21]. The prototype was completed in this phase and was used to meet the second goal of this research.…”
Section: Methodsmentioning
confidence: 99%
“…This AR output contained two parts: an AR environment for learning Malay language syllables and a knowledge assessment using a quiz mode to measure their grasp of syllables. That is because gamified learning content may motivate the users in the learning process [21]. The prototype was completed in this phase and was used to meet the second goal of this research.…”
Section: Methodsmentioning
confidence: 99%
“…For example, the study of massive open online courses (MOOCs) implemented with gamification elements discussed the importance of collaboration, which encourages the development of strong interpersonal bonds among the players and leads individuals to respect collaboration and personal contributions [25]. Another study showed that gamified learning platforms (called GamiClass) were conducted toward undergraduates and had a high impact of game elements on collaborative learner types [26]. These researches were carried out among a group of players and evaluated collaboration that highly affected the members.…”
Section: Collaborative Armentioning
confidence: 99%