2019
DOI: 10.11591/ijeecs.v16.i1.pp482-490
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Gamification concept for encouraging lecture attendance

Abstract: <span>New generation of students has high dependence on technology and embrace social learning environments that have low barrier to access. This means in-class lectures are not popular anymore, and in fact has become a burden for them to cope. To resolve the issue of low student attendance, this paper proposes a character growth game with the concept of gamification in education that is able to track and reward student attendance called PetAttendToClass. PetAttendToClass is a client-based system develop… Show more

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Cited by 5 publications
(6 citation statements)
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“…This game contains material on the Aksara Jawa (Javanese alphabet), Tembang Macapat (Macapat Song), Kerata Basa (acronym) and Arane Turunan (synonym), and Cerita Wayang (Puppet Stories), which are presented with reading text in each scene so that the flow is not monotonous, making students interested in continuing the next scene. Game elements are the main components that make up the nongame system, where common game elements consist of avatars, ranks, levels, storylines, and rules [5]. Here is the initial appearance of the Kizzugemu game titled Tyranobuilder-Visual Novel Studio in Figure 2.…”
Section: The Features Of the Visual Kizzugemu Gamementioning
confidence: 99%
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“…This game contains material on the Aksara Jawa (Javanese alphabet), Tembang Macapat (Macapat Song), Kerata Basa (acronym) and Arane Turunan (synonym), and Cerita Wayang (Puppet Stories), which are presented with reading text in each scene so that the flow is not monotonous, making students interested in continuing the next scene. Game elements are the main components that make up the nongame system, where common game elements consist of avatars, ranks, levels, storylines, and rules [5]. Here is the initial appearance of the Kizzugemu game titled Tyranobuilder-Visual Novel Studio in Figure 2.…”
Section: The Features Of the Visual Kizzugemu Gamementioning
confidence: 99%
“…This form of learning innovation has a positive impact on education [3], [4]. Learning innovation with game media is a response to the learning needs of elementary school students in the digital era [5]. The utilization of information and communication technologies (ICT) through game media in learning local languages, national languages, and international languages is an alternative to facilitate elementary school student's understanding of language recognition materials, words, sentences, literature, stories, reading, writing, speaking, and other skills [6]- [7].…”
Section: Introductionmentioning
confidence: 99%
“…In this modern era, using games as an educational medium allows attracting young people to try serious games. Research in (Kasinathan et al, 2019) added that with adding game element into something can give motivation to do some task and interest in it. Interest in entertainment such as games is very high and interest in learning by reading books has decreased due to the demand to do everything quickly and briefly, whereas reading books requires time and is not so attractive to today's youth.…”
Section: Introductionmentioning
confidence: 99%
“…For example, several star hotels use a gamification system of point exchange and rewards that can be exchanged for various facilities and benefits that can be obtained by guests so that there is an increase in guest loyalty to stay again [12]. Gamification has been widely used in various fields such as learning [13]- [21] and tourism [22]- [33] , financial [34]- [37], government [38], business [39], [40]. In the gamification developed in this study, a game component is also added in the form of rewards for tourists so that tourists also benefit because these rewards or points can be exchanged for vouchers which will apply later when tourists visit tourism villages.…”
Section: Introductionmentioning
confidence: 99%