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, entrepreneurship 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.
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 |