Gamification Framework and Achievement Motivation in Digital Era : Concept and Effectiveness

  • Barokati Seliro Wangi N
  • Halim P
  • Badruddin S
  • et al.
N/ACitations
Citations of this article
28Readers
Mendeley users who have this article in their library.

Abstract

Students’ passive activities, such as reading and watching activity make learning process can't run well. Only active communication with their colleagues, facilitators, and other learning resources make process run well. In this case, we use gamification to improve student's learning motivation. This study used four scales to obtain consistent and measurable data. Scale 1 and 2 were to analyze the level of knowledge about gamification framework, Scale 3 for concept and effectiveness and Scale 4 for fun learning. In conclusion,  entrepreneurship courses through gamification runs effectively because students are interested in gamification because it is new for them and able to establish good communication patterns as well as makes students more literate on technology.

Cite

CITATION STYLE

APA

Barokati Seliro Wangi, N., Halim, P., Badruddin, S., Maulamin, T., Ikhsan Setiawan, M., Barid Nizarudin Wajdi, M., … Simarmata, J. (2018). Gamification Framework and Achievement Motivation in Digital Era : Concept and Effectiveness. International Journal of Engineering & Technology, 7(3.6), 429. https://doi.org/10.14419/ijet.v7i3.6.17487

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free