2021
DOI: 10.2991/assehr.k.210918.047
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Gamification in History Learning: A Literature Review

Abstract: This paper aims to describe the use of gamification in history learning. Gamification is the use of games and their elements in classroom learning activities. The implementation of gamification requires a platform that teachers and students can access. The platform can use an existing platform or create your own. Gamification is needed as a way to solve problems found in the classroom. The research method used in this paper is a literature review, which is research that critically examines the knowledge, ideas… Show more

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Cited by 9 publications
(8 citation statements)
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References 16 publications
(16 reference statements)
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“…After that, lecturers can use existing applications, such as Kahoot!, socrative, class dojo, class badges, class craft, ribbon hero, play brighter, goose chase, Minecraft: education edition, and others [23]. You can also develop your application.…”
Section: Resultsmentioning
confidence: 99%
“…After that, lecturers can use existing applications, such as Kahoot!, socrative, class dojo, class badges, class craft, ribbon hero, play brighter, goose chase, Minecraft: education edition, and others [23]. You can also develop your application.…”
Section: Resultsmentioning
confidence: 99%
“…Gamification tools can encourage people to discover historical places and visit cultural landmarks by engaging in serious games (Khan et al, 2020). According to empirical and theoretical research, students' motivation, interests, the learning process, interactions in learning, and comprehension of the subject are all affected using gamification in history education (Agus et al, 2021). Gamification can inspire students to think about the present and the past, observe historical records, engage in historical simulations, and replicate material historical events through a novel style of engagement (Agus et al, 2021).…”
Section: Collaborative Learningmentioning
confidence: 99%
“…According to empirical and theoretical research, students' motivation, interests, the learning process, interactions in learning, and comprehension of the subject are all affected using gamification in history education (Agus et al, 2021). Gamification can inspire students to think about the present and the past, observe historical records, engage in historical simulations, and replicate material historical events through a novel style of engagement (Agus et al, 2021). According to the review of the development strategies and official reports by Cheah and Merican (2012), the Malaysian government's plan to digitize education is still in the infancy stage.…”
Section: Collaborative Learningmentioning
confidence: 99%
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“…Salah satu inovasi tersebut yaitu mengintegrasikan pembelajaran online dengan permainan/game atau disebut gamifikasi. Menurut Shavab, et. al (2021) gamifikasi merupakan permainan/game dalam kegiatan pembelajaran dengan menggunakan platform yang dapat diakses oleh guru dan peserta didik, dimana platform tersebut dapat dibuat sendiri atau menggunakan yang sudah ada.…”
Section: Introductionunclassified