Abstract-Students' motivation is an important factor in ensuring the success of e-learning implementation. In order to ensure students is motivated to use e-learning, motivational design has been used during the development process of e-learning applications. The use of gamification in learning context can help to increase student motivation. The ARCS+G model of motivational design is used as a guide for the gamification of learning. This study focuses on the influence of gamification on students' motivation in using elearning applications based on the ARCS+G model. Data from the Instructional Materials Motivation Scale (IMMS) questionnaire, were gathered and analyzed for comparison of two groups (one control and one experimental) in attention, relevance, confidence, and satisfaction categories. Based on the result of analysis, students from the experimental group are more motivated to use e-learning applications compared with the controlled group. This proves that gamification affect students' motivation when used in elearning applications.Index Terms-Gamification, Motivational Design, ARCS Model, ARCS+G Model.
ARCS model is a motivational design model for learning environments to stimulate and sustain learner motivation using the problem-solving approach. The ARCS model often used to identify and solve problems in a systematic way to motivate a learner in classroom learning or e-learning environment. The gamification of learning provides a useful technique to drive engagement and motivation in applying game mechanics and dynamics into learning activities. In spite of the success of gamification of learning, there are also failures. The proper method is needed to integrate gamification into learning. In this paper, we propose an enhanced ARCS model for gamification of learning called ARCS+G. The ARCS+G model is aimed to provide a solution for the problems in utilizing gamification of learning.
Information and communication technologies have a deep implication for the industry. This combination is being used extensively in an excessive variety of functions and numerous applications. On the other hand, tourism has become an extremely dynamic system. The globalization enabled by technology development and budget travel cost has greatly increased competition. Decision support system (DSS) can play an important role to organizations and people who managing tourism destinations. The main intention of this research is to apply Decision Support System (DSS) in tourism. It aims to establish a personalized travel recommender system that is interactive and can be easily shared and integrated in order to verify the concept of providing tourism decision support system interactively. Specifically, the study aims to achieve the following objectives; (1) To evaluate and measure criteria and alternatives performance; (2) To analyze the ranking of criteria and alternatives; (3) To recommend tourist in terms of islands, accommodation, activities and etc. based on budget. Evaluation module enables experts in tourism to evaluate criteria and alternatives of small islands to indicate islands’ performance. Analysis module will provide reports for performance of criteria and alternatives based on Best Non-fuzzy Performance. A risk analysis model for travel recommender system development using a fuzzy set approach is proposed and incorporated into the Fuzzy Decision Support System (FDSS).This study presents fuzzy-AHP as a proposed method to apply with decision making in social attributes by applying fuzzy approach. A web-based prototype Decision Support System (DSS) is designed and developed in order to prove the objectives.
Purpose: A Social Networking Site (also social networking service or social media) is a platform to make people connected and share anything about them. The purpose of this research to construct a framework for the Development of Social Networking Site Skill to help women in rural areas to face the growth of ICT. This paper discusses how the proposed framework can help them to develop their skills of marketing using the SNS. This kind of effort, hopefully could empower the targeted marginalized group with the knowledge of information engineering, increase their awareness and utilization of ICT in their everyday actions. Methodology: The data obtained are the result of on-going projects in Setiu Wetlands, Terengganu. Community rural women in Setiu Wetlands are respondent for this study. A total of 30 people (identified as women entrepreneurs) were respondents and profile data was preliminary studies about the skills and existing ICT literacy and internet use. Main Findings: Based on profiling data that have been collected, a framework for the development of skills in using social media as a business medium has been developed. Implications/Applications: The framework developed is expected to produce successful entrepreneurs from rural women communities. The entrepreneur will be an example to other women. This effort also is expected to help rural women community can improve the living standards of their families.
e-Content development is used to support e-learning enviroment in term of digital learning material. Many researchers defined e-learning as a method used to access educational materials from the internet. e-Learning create a multiple interaction within an instructor, learners and a content to serve a most convenient way for a learning process. e-Learning is a main component nowadays, especially in schools, universities and education center. Digital technology serves as a support to the teaching and learning process and has contributed to increased motivation, total engagement and create interactive participation among teachers and students in the learning activity. There are many technologies have been used recently in education. Nowadays, Web 2.0 technologies are used for content creation for learning and teaching in higher education, that carried out between March and May 2007 for e-learning content. Other technologies that we can use for content creation through Apple technology. Apple technology is now widely used globally and has designed its unique technology with a universal character and offers a more efficient method to support multiple teaching and learning activity. Many application in Apple technology that related to e-Learning such as iBooks Author apps can be used to create an interactive content, widely use for e-learning purpose. This paper discusses about how the iBooks can be used to develop interactive e-content in e-learning environment specifically in a higher education. Many features in iBooks Author such as keynote presentations, interactive images, interactive galleries, media, 3D images and a few more that can create an interactive content.
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