Proceedings of the 2020 International Conference on Education Development and Studies 2020
DOI: 10.1145/3392305.3396899
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Using Gamification to Develop Self-Directed Learning

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Cited by 10 publications
(8 citation statements)
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References 15 publications
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“…The self-concept as an effective learner and love of learning, which were among the factors emerging from our survey, are consistent with the research conducted by Pacheco et al (2020), Lezama et al (2020), Bühler et al (2022), andDyulicheva &Glazieva (2022). These studies highlighted the importance of creating an engaging and immersive learning environment through game-based learning, thereby fostering a positive self-concept and a love for learning.…”
Section: Discussionsupporting
confidence: 91%
See 1 more Smart Citation
“…The self-concept as an effective learner and love of learning, which were among the factors emerging from our survey, are consistent with the research conducted by Pacheco et al (2020), Lezama et al (2020), Bühler et al (2022), andDyulicheva &Glazieva (2022). These studies highlighted the importance of creating an engaging and immersive learning environment through game-based learning, thereby fostering a positive self-concept and a love for learning.…”
Section: Discussionsupporting
confidence: 91%
“…Our study revealed a significant increase in factors considered in students' self-directed learning. This supports the existing literature on the potential of game-based learning to enhance self-directed learning skills (Taylor, 2020;Alfaro-Ponce et al, 2023;Pacheco et al, 2020;Bastos et al, 2020;Tavares, 2022). These results also align with the observations of Sharma et al (2022) and Camacho et al (2019), who found a positive impact of game-based learning on computational thinking, a key component of self-directed learning.…”
Section: Discussionsupporting
confidence: 90%
“…Table 7 below lists the articles selected according to the search and selection criteria. [14] Formal Assessing classcraft as an effective gamification app based on behaviorism learning theory [15] Formal Assistive Gamification and Speech Recognition E-Tutor System for Speech Impaired Students [16] Formal Blending Gamification and Project-Based Learning with Rapid Prototyping Technologies in Enhancing Students' Learning of Design [17] Formal Gamification in e-Governance [18] Non-Formal Increasing Students' Motivation by Using Virtual Learning Environments Based on Gamification Mechanics: Implementation and Evaluation of Gamified Assignments for Students [19] Formal Let Them Play: Experiences in the Wild with a Gamification and Coaching System for Young Diabetes Patients [20] Non-Formal Smartly Learning through step decomposition, automation and Gamification [21] Formal To Enhance Learning Outcome: Cloud-Assisted Gamification in Higher Education Institutions [22] Formal Using Gamification to Develop Self-Directed Learning [23] Formal Analyzing the Factors that Influence Learning Experience through Game Based Learning using Visual Novel Game for Learning Pancasila [24] Formal AntibioGame®: A serious game for teaching medical students about antibiotic use [25] Formal Collecting Pokémon or receiving rewards? How people functionalise badges in gamified online learning environments in the wild [26] Formal Design and Development Game Chinese Language Learning with Gamification and Using Mnemonic Method [27] Formal Developing a gamified AI-enabled online learning application to improve students' perception of university physics [28] Formal Developing an active-learning app to improve critical thinking: item selection and gamification effects [29] Formal Gamified learning: A role-playing approach to increase student inclass motivation [30] Formal Influence of Gaming Elements on Summative Assessment in Engineering Education for Sustainable Manufacturing [31] Formal Learn+Fun!…”
Section: Resultsmentioning
confidence: 99%
“…The simulation revolves around a hypothetical enterprise specializing in the production of balls for various sports. This game is integrated into an online platform known as the "GOAL Project, " dedicated to making the learning of logistic concepts an engaging and entertaining experience (Pacheco-Velazquez et al, 2020).…”
Section: Simulation-based Pedagogies and Education 40mentioning
confidence: 99%