2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG) 2016
DOI: 10.1109/icggag.2016.8052664
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Gamification of learning kanji with “Musou Roman” game

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Cited by 9 publications
(4 citation statements)
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“…(Anam Fathoni & Delima, 2016) explained that game elements can be re-purposed to achieve the goal of educating a person in a given subject. In this implementation, the elements that were added were progression through multiple stages, points awarded for correct questions, collection of resources, randomly generated avatars and an end screen showing what was achieved and what was not.…”
Section: Gamification Designmentioning
confidence: 99%
“…(Anam Fathoni & Delima, 2016) explained that game elements can be re-purposed to achieve the goal of educating a person in a given subject. In this implementation, the elements that were added were progression through multiple stages, points awarded for correct questions, collection of resources, randomly generated avatars and an end screen showing what was achieved and what was not.…”
Section: Gamification Designmentioning
confidence: 99%
“…Meanwhile, innovations in collaboration development can consider technological or interdisciplinary approaches to increase user interest in collaboration systems [6], [7], [8]. The "Silaturrahmi" culture, Intelligent Systems and gamification are proven to improve the collaboration performance of a community, one of which is the Small Medium System (SME).…”
Section: Introductionmentioning
confidence: 99%
“…Gamification is the use of design elements that shape a game into a non-game context to increase user involvement and trigger something to do [7]. Most studies review usage of gamification in many areas, such as health [8,9,10], tourism [11], software engineering [12], online discussions [13], education [14,15,16], marketing [17], and employee training [18].…”
Section: Introductionmentioning
confidence: 99%