{"title":"Attract Students Attention using Gamification","authors":"A. G. Persada, Hilman Lutfi","doi":"10.1109/ICCED51276.2020.9415860","DOIUrl":null,"url":null,"abstract":"Gamification is non-game context which is adopting game context. In education perspective, gamification able to attract students attention. In this paper, we observe implementation of gamification in learning process. Problem revealed is student disinterest on particular subject. Subject of research are fourth grade primary school students in Primary School of Percobaan, Pakem. Gamification penetration is expected able to shift quality of interaction which impacts on learning process. Students desire pleasure experience. In this research, we aim to generate pleasure experiences. Result indicates gamification able to attain students attention. Learning experience is becoming more engaging. However, it requires to be strengthened in future works. Pedagogy aspects should be considered adopted.","PeriodicalId":344981,"journal":{"name":"2020 6th International Conference on Computing Engineering and Design (ICCED)","volume":"104 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 6th International Conference on Computing Engineering and Design (ICCED)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICCED51276.2020.9415860","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Gamification is non-game context which is adopting game context. In education perspective, gamification able to attract students attention. In this paper, we observe implementation of gamification in learning process. Problem revealed is student disinterest on particular subject. Subject of research are fourth grade primary school students in Primary School of Percobaan, Pakem. Gamification penetration is expected able to shift quality of interaction which impacts on learning process. Students desire pleasure experience. In this research, we aim to generate pleasure experiences. Result indicates gamification able to attain students attention. Learning experience is becoming more engaging. However, it requires to be strengthened in future works. Pedagogy aspects should be considered adopted.