2017
DOI: 10.1016/j.procs.2017.10.032
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A Gamification Interactive Typing for Primary School Visually Impaired Children in Indonesia

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Cited by 31 publications
(20 citation statements)
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“…In Indonesian contexts, gamification is started to get familiarized, as well, despite its limited researches. Studies done by YanFi, Udjaja, & Sari (2017) and Mufidah (2016) are evidence. Although these two pieces of research had different foci and were conducted to or indifferent research subjects, the results similarly emphasized that the implementation of gamification was a success in both enhancing learners' interests and motivation in learning, as well as promoting their learning achievements.…”
Section: -47mentioning
confidence: 82%
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“…In Indonesian contexts, gamification is started to get familiarized, as well, despite its limited researches. Studies done by YanFi, Udjaja, & Sari (2017) and Mufidah (2016) are evidence. Although these two pieces of research had different foci and were conducted to or indifferent research subjects, the results similarly emphasized that the implementation of gamification was a success in both enhancing learners' interests and motivation in learning, as well as promoting their learning achievements.…”
Section: -47mentioning
confidence: 82%
“…Although these two pieces of research had different foci and were conducted to or indifferent research subjects, the results similarly emphasized that the implementation of gamification was a success in both enhancing learners' interests and motivation in learning, as well as promoting their learning achievements. Moreover, the most surprising result from these researches was gamification did motivate low-achiever learners that they would take part in learning activities actively without hesitation, even in speaking (Mufidah, 2016;YanFi, Udjaja, & Sari, 2017).…”
Section: -47mentioning
confidence: 99%
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“…International Journal of Computer Games Technology 3 [9,24], GDLC has several processes, scilicet, initiation, preproduction, production, testing, beta, and release done iteratively to enable flexibility during the development process, resulting in good game quality. The quality can be measured from 5 criteria, namely, fun, functional, balanced, internally, and accessible.…”
Section: No Country/regionmentioning
confidence: 99%
“…In general, gamification changes person's perception of nongame activity into games [9]. In this case, the game can also serve to stimulate different sensory and motor systems for each person [10], so as to enhance person's understanding and memory [11].…”
Section: Introductionmentioning
confidence: 99%