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Gamification Model Framework and its Use in E-Learning in Higher Education

Tatu Fidiatu Toimah, Yusril Ihza Maulana, Irfan Fajar

2021IAIC Transactions on Sustainable Digital Innovation (ITSDI)37 citationsDOIOpen Access PDF

Abstract

The manuscript that we examined contains the introduction of gamification into e-learning lecture activities in universities. A literature study will explain conceptual differences between the techniques and methods of mechanics and game dynamics used by students. Gamification will be combined into e-learning at a university, and this has various benefits in the learning process, such as higher motivation, more fun learning, and active learning. This Paper shows the importance of gamification in learning, including in higher education. The manuscript that we created presents a different perspective on the concept of gamification in the University. The innovation in this paper describes incorporating characteristics of gamification and e-learning that can demonstrate the practical use of gamification in e-learning. The method used is a literature study. Further research expected that this framework can be applied in various universities.

Topics & Concepts

Perspective (graphical)Process (computing)Higher educationMathematics educationComputer scienceActive learning (machine learning)E learningKnowledge managementPsychologyEducational technologyArtificial intelligenceLawOperating systemPolitical scienceBlockchain Technology in Education and LearningEducational Technology and E-LearningEdcuational Technology Systems
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