2018 10th International Conference on Information Technology and Electrical Engineering (ICITEE) 2018
DOI: 10.1109/iciteed.2018.8534875
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CoMa: Development of Gamification-based E-learning

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Cited by 15 publications
(14 citation statements)
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“…The academic novelty of the research is to study and develop recommendations based on a practical case of development, implementation, and implementation of a gamified project in learning (Bachtiar, et al, 2018). Practical significance for teachers and students is the identified positive and negative aspects in the implementation of the gamified learning.…”
Section: Discussionmentioning
confidence: 99%
“…The academic novelty of the research is to study and develop recommendations based on a practical case of development, implementation, and implementation of a gamified project in learning (Bachtiar, et al, 2018). Practical significance for teachers and students is the identified positive and negative aspects in the implementation of the gamified learning.…”
Section: Discussionmentioning
confidence: 99%
“…A gamificac ¸ão pode ser definida como o uso de elementos do design de jogos em contextos não relacionados a jogos [Deterding et al 2011] a fim de impactar positivamente a motivac ¸ão pessoal no contexto gamificado [DuVernet and Popp 2014]. A gamificac ¸ão tem ganhado cada vez mais destaque no domínio educacional, principalmente devido ao seu uso para o aumento de motivac ¸ão, interesse e desempenho do aluno na aprendizagem [Bachtiar et al 2018]. Para enfatizar o crescimento e a relevância da gamificac ¸ão no mundo acadêmico uma pesquisa foi realizada utilizando o motor de busca de literatura científica Google Scholar 1 o qual revela que nos documentos relativos ao ano de 2010 o termo "gamification" aparece apenas 145 vezes, enquanto no ano de 2020 o termo aparece 22.800 vezes.…”
Section: Introduc ¸ãOunclassified
“…Kondisi yang dilihat dapat berupa motivasi, emosi, maupun tingkah laku peserta didik. Namun, proses identifikasi perilaku pengguna (user) ini sulit dilakukan pada pembelajaran yang berbasis teknologi dengan e-learning, tidak seperti pembelajaran konvensional yang melibatkan interaksi antara siswa dan guru [4]. Kebanyakan e-learning yang ada sekarang belum dilengkapi dengan fitur untuk mendeteksi keadaan siswa selama menggunakan sistem.…”
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“…Antarmuka dibedakan berdasarkan hasil clustering yang dieksekusi oleh middleware berdasarkan data log pengguna. Makalah ini merupakan pengembangan lanjut dari e-learning bidang pemrograman Code Mania (CoMa) [4], dan menerapkan hasil perhitungan clustering pada penelitian sebelumnya, yang di dalamnya terdapat tiga cluster karakteristik pengguna [6]. Penentuan jumlah kelompok dilakukan dengan cara melihat karakteristik data menggunakan metode elbow (elbow method).…”
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