E-learning has been used to help students in learning. But nowadays the problem in e-learning is the student's motivation and engagement. A study about engagement in elearning said, students who rarely use e-learning get worse score than their friends who often use e-learning. A lot of methods have been used to motivate and improve student's engagement in using e-learning. One of the methods is by using social engagement in Web 2.0 technology, where students can be interactive with each other and participate in making lecture material. This function implemented in e-learning is called elearning 2.0. The other method is by implementing game mechanism and elements in non-game applications like elearning, called gamification. This paper explores related works on e-learning 2.0, gamification model, and then making a conceptual framework design, based on social engagement in Web 2.0 technology and gamification using Design Science Research Model as methodology. Using this framework design can be a guideline to people who want to implement gamification and Web 2.0 technology in e-learning system.
<p>Waste management issue is a relevant topic that had been focused on many persuasive technologies. This issue is not only related to getting disposed of waste in proper places but also reducing waste disposal volume. This paper proposes a persuasive system that aims both goals by providing a smart trash bin and waste disposal tracker. The smart trash bin is an IoT-featured trash bin whereas waste disposal tracker is a mobile application which can record user daily waste disposal volume statistic. Based on the evaluation, our proposed system has achieved both goals. Additionally, it also solves several impediments such as incapability of moral background to encourage people to dispose waste on the trash bin, boring and monotonous waste disposal activity, and discouragement for disposing waste due to full trash bin. In order to attract people, our system includes attractive mechanisms such as playful experience, reflective experience, and gamification. Playful experience is applied to a smart trash bin, whereas the other two are applied to the waste disposal tracker.</p>
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.