2015
DOI: 10.1080/00393541.2015.11518967
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Gamified Pedagogy: From Gaming Theory to Creating a Self-Motivated Learning Environment in Studio Art

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Cited by 24 publications
(14 citation statements)
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“…[9], [35] also stated that students' motivation depends on the what triggers their motivation which could be created based on the game element such as badge, points, leaderboard, and progress bar. Other related studies on student motivation on the use of gamification in online learning environment have shown positive results in learning and training with gamified educational platforms, methodologies and theories in different learning circumstances such as -gamified pedagogy, classroom live, collaboration, self-regulated learning and diversifying of ideas, concepts of scaffolding and self-reflection among students [12], [13], [19].…”
Section: The Adoption Of Motivation Model To the Gamified Learning Enmentioning
confidence: 99%
“…[9], [35] also stated that students' motivation depends on the what triggers their motivation which could be created based on the game element such as badge, points, leaderboard, and progress bar. Other related studies on student motivation on the use of gamification in online learning environment have shown positive results in learning and training with gamified educational platforms, methodologies and theories in different learning circumstances such as -gamified pedagogy, classroom live, collaboration, self-regulated learning and diversifying of ideas, concepts of scaffolding and self-reflection among students [12], [13], [19].…”
Section: The Adoption Of Motivation Model To the Gamified Learning Enmentioning
confidence: 99%
“…Gamifikasi adalah pendekatan pembelajaran menggunakan elemen-elemen di dalam game atau video game dengan tujuan untuk memotivasi para mahasiswa atau siswa dalam proses pembelajaran dan memaksimalkan perasaan nyaman dan ketertarikan terhadap proses pembelajaran tersebut, selain itu media ini dapat digunakan untuk menangkap hal-hal yang menarik minat mahasiswa dan menginspirasinya untuk terus melakkan pembelajaran [23]. Gamifikasi yang diterapkan pada media pembelajaran juga dapat memberikan pemahaman terhadap pengguna, sebab gamifikasi adalah proses dimana unit pembelajaran disajikan dalam format permainan atau menggabungkan unsur-unsur permainan [24], terutama guna mendukung upaya menjelaskan bahaya dari virus Covid-19.…”
Section: Gamifikasiunclassified
“…However, it is also pointed out that aside from using the known components of the game in the learning process, the efficient usage of elearning environment also depends on the self -discipline of the learners (Gorbunovs, Kapenieks & Cakula, 2016). The effect of gamification towards student's performance relies on the extent to which the learners engage in the different activity in the learning environment and how they use the instructional materials available in the medium (Hans, 2015;Giannetto, Chao & Fontana, 2013).…”
Section: Gamification In the Context Of Learning Processmentioning
confidence: 99%