Motivation to Use Gamification Elements in E-Learning for Formal and Non-Formal Education

  • Afirando R
  • Santoso H
  • Junus K
  • et al.
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Abstract

The implementation of gamification in e-learning is not new, both within the context of formal and informal. Formal education is a learning activity organized by both public and private parties that refers to the official education system of a country. Meanwhile, informal education is another learning activity that does not refer to the official education system of a country. Not only visually appealing, but gamification elements also have a certain motivation and emotional value for the user. This study seeks to compare the use of gamification elements and their motivation between formal and nonformal education. The method used was a Systematic Literature Review using the Kitchenham method. From the selected databases, 65 articles were obtained that had implemented gamification in e-learning. The gamification elements were grouped by motivation and emotion based on the Octalysis framework. The results showed that ownership and possession were the most prominent motivations for implementing gamification.

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APA

Afirando, R., Santoso, H. B., Junus, K., Putra, P. O. H., & Lawanto, O. (2023). Motivation to Use Gamification Elements in E-Learning for Formal and Non-Formal Education. The Indonesian Journal of Computer Science, 12(1). https://doi.org/10.33022/ijcs.v12i1.3151

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