2018
DOI: 10.5121/ijma.2018.10604
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Gamification Elements and Their Impacts on Teaching and Learning – A Review

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Cited by 22 publications
(11 citation statements)
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“…There have been researches done on the gamification approach as an effective strategy to enhance students' low learning engagement. Rahman, Panessai, Noor, & Salleh (2018) found the implementation of gamification approach in a lesson will gradually increase students' engagement and academic achievement. Papp (2017) showed the result from the implementation of gamification on students can improve learning motivation and engagement.…”
Section: Literature Reviewmentioning
confidence: 99%
See 1 more Smart Citation
“…There have been researches done on the gamification approach as an effective strategy to enhance students' low learning engagement. Rahman, Panessai, Noor, & Salleh (2018) found the implementation of gamification approach in a lesson will gradually increase students' engagement and academic achievement. Papp (2017) showed the result from the implementation of gamification on students can improve learning motivation and engagement.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Numerous researchers concluded plethora benefits from the gamification method in learning where students' motivation has been increased both intrinsically and extrinsically over the course of time, sustainable engagement throughout the learning process, and better academic achievements (Papp, 2017;Rahman, Panessai, Noor, & Salleh, 2018;Sulispera & Recard, 2020;Jonathan & Recard, 2021). Al-Azawi, Al-Faliti, & Al-Blushi (2016) found the students regardless of their backgrounds [e.g., gender, ethnicity, high or low achievers] have increased learning engagement due to the immediate feedback and reward, cultivate self-driven learning where the students independently set their milestones which in particular maintain positive learning attitude, and pose students with challenges that enhance curiosity in learning.…”
Section: Literature Reviewmentioning
confidence: 99%
“…From the cognitive dimension, games have positive significance in maintaining and enhancing students' internal motivation, engagement and immersion by virtue of their fun and challenging characteristics. Gamification teaching is the application of games to teaching situations, with the help of which the learning process is enriched, students' internal motivation is stimulated, and the learning effect is enhanced [10]. In other words, gamification teaching tools provide a cooperative and competitive situation, so that students enjoy it, see learning as an internal motivation or internal demand, have a strong interest in learning, more willing to participate in learning activities, and can consciously complete the corresponding learning tasks and continue to promote the learning process.…”
Section: Play-based Teaching and Learningmentioning
confidence: 99%
“…Menurut Yang, Asaad, & Dwivedi (2017) menjelaskan bahwa area pemasaran sangat inovatif dan canggih dalam menyebarkan ide dan fenomena baru, sehingga banyak perusahaan telah menggunakan gamification di bidang pemasaran untuk branding, termasuk poin penghasil, lencana, dan produk gratis melalui bermain game atau bergabung dengan kegiatan kompetitif. Rahman, et al (2018) menjelaskan Variabel utama dalam penelitian ini terletak pada hubungan antara gamification adalah positive emotions (Lazzaro, 2004). Penghubung antara gamification dengan positive emotion adalah terletak pada dampak pengalaman psikoligis yang diterima oleh konsumen, ketika memainkan sebuah permainan dengan membangkitkan emosional yang diterima oleh konsumen.…”
Section: Pendahuluanunclassified