Gamification Framework and Achievement Motivation in Digital Era : Concept and Effectiveness


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.


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Detail Information

Bagian Informasi
Dosen Pembimbing
Pengarang Paisal Halim - Personal Name (Pengarang)
Muh Barid Nizarudin Wajdi - Personal Name (Pengarang)
Taufan Maulamin - Personal Name (Pengarang)
Syamsiah Badruddin - Personal Name (Pengarang)
Muhammad Ikhsan Setiawan - Personal Name (Pengarang)
Janner Simarmata - Personal Name (Pengarang)
Nisaul Barokati Seliro Wangi - Personal Name (Pengarang)
Agung Kesna Mahatmaharti - Personal Name (Pengarang)
No. Panggil JRN DOS 2018
Subyek Achievement Motivation
Digital Era
Gamification Framework;
Klasifikasi J180026
GMD Jurnal
Penerbit International Journal of Engineering & Technology
Tahun Terbit 2028
Tempat Terbit UK


Citation

Paisal Halim. (2028).Gamification Framework and Achievement Motivation in Digital Era : Concept and Effectiveness(Publish).UK:International Journal of Engineering & Technology

Paisal Halim.Gamification Framework and Achievement Motivation in Digital Era : Concept and Effectiveness(Publish).UK:International Journal of Engineering & Technology,2028.Jurnal

Paisal Halim.Gamification Framework and Achievement Motivation in Digital Era : Concept and Effectiveness(Publish).UK:International Journal of Engineering & Technology,2028.Jurnal

Paisal Halim.Gamification Framework and Achievement Motivation in Digital Era : Concept and Effectiveness(Publish).UK:International Journal of Engineering & Technology,2028.Jurnal

 



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