2020
DOI: 10.17977/um010v3i12020p009
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Gamification of Assessment Test through Multiple Question Paths to Facilitate Participants’ Autonomy and Competence

Abstract: Gamifying activities to make them more game-like is one of the hottest trends in various fields, including education. Among the factors influencing the success of gamification for education are the participants' sense of autonomy and competence, which can be facilitated with the incorporation of multiple learning paths. However, the use of multiple question paths in gamified assessment tests is still under-studied. This mixed-method study was aimed at exploring the matter through a paper-based and gamified ass… Show more

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Cited by 6 publications
(2 citation statements)
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References 34 publications
(36 reference statements)
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“…It grants that unwatched students will try, and if they eventually lose, that will be their choice. The examples include projects analysed by Pham et al (2021), Atmaja andMandyartha (2020), andCruaud (2018).…”
Section: Autonomymentioning
confidence: 99%
“…It grants that unwatched students will try, and if they eventually lose, that will be their choice. The examples include projects analysed by Pham et al (2021), Atmaja andMandyartha (2020), andCruaud (2018).…”
Section: Autonomymentioning
confidence: 99%
“…GJP adalah sebuah graf terarah (directed graph) untuk jalur proses pembelajarannya. Graf semacam itu pernah diterapkan di penelitian Atmaja dan Mandyartha [24]. Sebuah simpul di GJP mengandung satu aktivitas pembelajaran yang dapat diselesaikan pengguna.…”
Section: Penyusunan Unsur-unsur Desain Bersifat Gimunclassified