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.
Purpose
– The purpose of this paper is to first review the implementation of automatic identification and data capture) technologies in library/information science, focusing on barcode technology, radio frequency identification (RFID) and near field communication (NFC). This paper then presents S-Library, a new android-based application, to enable users to perform a wide range of information science-related transactions, such as borrowing, searching, returning and viewing transaction records.
Design/methodology/approach
– This paper presents the design process and the database and software components. For analysis, the authors used application testing, and also usability testing, with a questionnaire distributed to 343 users.
Findings
– The implementation of NFC technology means that S-Library has a number of technical advantages over other approaches. It was also shown with user acceptance testing that there was a high degree of user satisfaction with S-Library.
Research limitations/implications
– Although the findings combine technical assessment and usability testing and are extremely positive, further user evaluation could be performed. In addition, S-Library does not currently read existing RFID tags, which would improve the application further.
Practical implications
– The system proposed here shows that S-Library is a feasible approach taken to improve the library transaction experience and that it can replace and improve upon older technologies.
Originality/value
– This paper provides a first successful demonstration of a functioning and tested android and NFC-based library transaction system and shows that this approach generates a high degree of user reliability.
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