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<title><![CDATA[Gamification Framework and Achievement Motivation in  Digital Era :]]></title>
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<namePart>Paisal Halim</namePart>
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<namePart>Muh Barid Nizarudin Wajdi</namePart>
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<namePart>Taufan Maulamin</namePart>
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<namePart>Syamsiah Badruddin</namePart>
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<namePart>Muhammad Ikhsan Setiawan</namePart>
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<namePart>Janner Simarmata</namePart>
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<namePart>Nisaul Barokati Seliro Wangi</namePart>
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<publisher><![CDATA[International Journal of Engineering & Technology ]]></publisher>
<dateIssued><![CDATA[2028]]></dateIssued>
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<note>Students’ passive activities, such as reading and watching activity make learning process can't run well. Only active communication with their colleagues, facilitators, and other learning resources make process run well. In this case, we use gamification to improve student's learning motivation. This study used four scales to obtain consistent and measurable data. Scale 1 and 2 were to analyze the level of knowledge about gamification framework, Scale 3 for concept and effectiveness and Scale 4 for fun learning. In conclusion, entrepre￾neurship courses through gamification runs effectively because students are interested in gamification because it is new for them and able to establish good communication patterns as well as makes students more literate on technology.</note>
<subject authority=""><topic><![CDATA[Achievement Motivation]]></topic></subject>
<subject authority=""><topic><![CDATA[Gamification Framework;]]></topic></subject>
<subject authority=""><topic><![CDATA[Digital Era]]></topic></subject>
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