设计高等教育游戏化学习管理系统

Q2 Social Sciences
Natalia Limantara, Meyliana, F. Gaol, Harjanto Prabowo
{"title":"设计高等教育游戏化学习管理系统","authors":"Natalia Limantara, Meyliana, F. Gaol, Harjanto Prabowo","doi":"10.18178/ijiet.2023.13.1.1776","DOIUrl":null,"url":null,"abstract":"Gamification is the application of game elements in non-gaming situations such as education. This technique can be used to improve student learning motivation, engagement, and performance. In practice, this technique is part of the Learning Management System (LMS) that is used during the learning process. Using the prior literature review and observation approach, this research integrates gamification framework, type of player, and six steps of gamification into a gamification model that can be applied in university-level learning. This gamification strategy is expected to boost student learning motivation, engagement, and performance.","PeriodicalId":36846,"journal":{"name":"International Journal of Information and Education Technology","volume":"1 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Designing Gamified Learning Management Systems for Higher Education\",\"authors\":\"Natalia Limantara, Meyliana, F. Gaol, Harjanto Prabowo\",\"doi\":\"10.18178/ijiet.2023.13.1.1776\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Gamification is the application of game elements in non-gaming situations such as education. This technique can be used to improve student learning motivation, engagement, and performance. In practice, this technique is part of the Learning Management System (LMS) that is used during the learning process. Using the prior literature review and observation approach, this research integrates gamification framework, type of player, and six steps of gamification into a gamification model that can be applied in university-level learning. This gamification strategy is expected to boost student learning motivation, engagement, and performance.\",\"PeriodicalId\":36846,\"journal\":{\"name\":\"International Journal of Information and Education Technology\",\"volume\":\"1 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Information and Education Technology\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.18178/ijiet.2023.13.1.1776\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Information and Education Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.18178/ijiet.2023.13.1.1776","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Social Sciences","Score":null,"Total":0}
引用次数: 2

摘要

游戏化是指游戏元素在教育等非游戏情境中的应用。这个技巧可以用来提高学生的学习动机、参与度和表现。在实践中,该技术是学习管理系统(LMS)的一部分,在学习过程中使用。本研究采用文献回顾和观察的方法,将游戏化框架、玩家类型和游戏化的六个步骤整合到一个可以应用于大学水平学习的游戏化模型中。这种游戏化策略有望提高学生的学习动机、参与度和表现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Designing Gamified Learning Management Systems for Higher Education
Gamification is the application of game elements in non-gaming situations such as education. This technique can be used to improve student learning motivation, engagement, and performance. In practice, this technique is part of the Learning Management System (LMS) that is used during the learning process. Using the prior literature review and observation approach, this research integrates gamification framework, type of player, and six steps of gamification into a gamification model that can be applied in university-level learning. This gamification strategy is expected to boost student learning motivation, engagement, and performance.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
CiteScore
2.80
自引率
0.00%
发文量
120
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信