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

  • Authors

    • Nisaul Barokati Seliro Wangi
    • Paisal Halim
    • Syamsiah Badruddin
    • Taufan Maulamin
    • Muhammad Ikhsan Setiawan
    • Muh Barid Nizarudin Wajdi
    • Agung Kesna Mahatmaharti
    • Dwi Fita Heriyawati
    • Janner Simarmata
    2018-07-04
    https://doi.org/10.14419/ijet.v7i3.6.17487
  • Gamification Framework, Achievement Motivation, Digital Era.
  • 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.

     

     

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  • How to Cite

    Barokati Seliro Wangi, N., Halim, P., Badruddin, S., Maulamin, T., Ikhsan Setiawan, M., Barid Nizarudin Wajdi, M., Kesna Mahatmaharti, A., Fita Heriyawati, D., & Simarmata, J. (2018). Gamification Framework and Achievement Motivation in Digital Era : Concept and Effectiveness. International Journal of Engineering & Technology, 7(3.6), 429-431. https://doi.org/10.14419/ijet.v7i3.6.17487

    Received date: 2018-08-14

    Accepted date: 2018-08-14

    Published date: 2018-07-04