Gamification as an Effective Learning Tool to Increase Learner Motivation and Engagement

Ujang Subagja, Arnold Saputra, Yanditya Ekaputra Dwipada, Y. Maulana, Gunawan Wang, E. Kaburuan
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Abstract

In this paper, we reflect on the implementation of a gamified application for helping employee learn important facts about their training program for level up capability. Gamification of education is a developing approach for increasing learners’ motivation and engagement by incorporating game design elements in educational environments. With the growing popularity of gamification and yet mixed success of its application in educational contexts, the current review is aiming to shed a more realistic light on the research in this field by focusing on empirical evidence rather than on potentialities, beliefs or preferences. Gamification can be used on all the types of education. Be it student or to the employee training. There are no boundaries how the gamification in education can be made. Gamification the educational process can be a real challenge because in the making of the process one must have a balance between the fun in the game session but also got the knowledge from the study that is intended. The game cannot be more addicted than educating the student that use the feature. But the game cannot to be boring either and make the student and employee more reluctant to study.There is a direct link between increased motivation and higher levels of engagement when the gamification intervention is introduced. This is a application review on gamification motivation and engagement learner.
游戏化是提高学习者积极性和参与度的有效学习工具
在本文中,我们反思了一个游戏化应用程序的实现,以帮助员工了解他们的培训计划的重要事实,以提高能力。教育游戏化是一种通过在教育环境中融入游戏设计元素来提高学习者动机和参与度的发展方法。随着游戏化的日益普及及其在教育环境中的应用取得了不同程度的成功,当前的审查旨在通过关注经验证据而不是潜力,信念或偏好,为这一领域的研究提供更现实的视角。游戏化可以用于所有类型的教育。无论是学生还是员工培训。教育中的游戏化是没有界限的。教育过程的游戏化可能是一个真正的挑战,因为在这个过程中,人们必须在游戏过程中的乐趣和从学习中获得的知识之间取得平衡。这款游戏比教育使用该功能的学生更让人上瘾。但游戏也不能太无聊,让学生和员工更不愿意学习。当引入游戏化干预时,动机的增加与参与度的提高之间存在直接联系。这是一篇关于游戏化动机和参与学习者的应用综述。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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