Attract Students Attention using Gamification

A. G. Persada, Hilman Lutfi
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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.
利用游戏化吸引学生的注意力
游戏化是采用游戏语境的非游戏语境。从教育的角度来看,游戏化能够吸引学生的注意力。在本文中,我们观察了游戏化在学习过程中的实施。问题是学生对某一科目不感兴趣。本研究以巴基姆市Percobaan小学四年级小学生为研究对象。游戏化的渗透有望改变互动的质量,从而影响学习过程。学生渴望快乐体验。在这项研究中,我们的目标是产生愉悦的体验。结果表明,游戏化能够引起学生的注意。学习体验变得更加吸引人。但在今后的工作中需要加强。教育学方面应考虑采纳。
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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