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}
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.