2017 7th World Engineering Education Forum (WEEF) 2017
DOI: 10.1109/weef.2017.8467059
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Improving Students' Motivation to Learn through Gamification

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Cited by 11 publications
(10 citation statements)
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“…For instance, game-based learning, blended learning, mind mapping, and scales assessing the learning process were included. Studies have shown that gamified learning, classroom games, and blended learning are innovations that can improve students’ learning and support their personalized evaluation (Hasan et al, 2017; Radley et al, 2016; Wu et al, 2023). Moreover, many evaluation methods, such as performance evaluation and mind mapping, are student-centered and can be used to monitor students’ learning processes and performance.…”
Section: Discussionmentioning
confidence: 99%
“…For instance, game-based learning, blended learning, mind mapping, and scales assessing the learning process were included. Studies have shown that gamified learning, classroom games, and blended learning are innovations that can improve students’ learning and support their personalized evaluation (Hasan et al, 2017; Radley et al, 2016; Wu et al, 2023). Moreover, many evaluation methods, such as performance evaluation and mind mapping, are student-centered and can be used to monitor students’ learning processes and performance.…”
Section: Discussionmentioning
confidence: 99%
“…The students claimed on how games escalate their will to learn and forestalling fatigue due to boredom in the process of learning. Moreover, previous study emphasized on how games are considered as an approach which is the most favored to be used in a learning environment due to its pleasurable nature (Hasan et al, 2017;Rahayu & Fujiati, 2018). It is also attempted by previous study to use games to motivate students in learning vocabulary and reported students' response by saying how their faces lighten up when they are introduced to a game (Al-Shawi, 2014).…”
Section: Discussionmentioning
confidence: 99%
“…Other study highlighted the idea that through gamification, people play games to enlighten their mood because games are naturally pleasurable (Hasan et al, 2017). This shows that games are able to build up intrinsic motivation that comes from within a person.…”
Section: Introductionmentioning
confidence: 98%
“…de Freitas et al (2017) reviewed three gamified learning analytics dashboards in development in the UK, Belgium, and Australia, and the review highlighted the benefits of combining the engaging elements of gamification with data analytics visualization. In one case study within a geoscience course, the use of points and leaderboards resulted in increased motivation, but the study's design limited generalizability (Hasan et al, 2017). Although many studies are associated with positive outcomes, in some cases, gamification can be a detriment to learning.…”
Section: Related Workmentioning
confidence: 99%