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Motivation to Use Gamification Elements in E-Learning for Formal and Non-Formal Education Rio Afirando; Harry Budi Santoso; Kasiyah Junus; Panca O. Hadi Putra; Oenardi Lawanto
Indonesian Journal of Computer Science Vol. 12 No. 1 (2023): Indonesian Journal of Computer Science Volume 12. No. 1 (2023)
Publisher : STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i1.3151

Abstract

The implementation of gamification in e-learning is not new, both within the context of formal and informal. Formal education is a learning activity organized by both public and private parties that refers to the official education system of a country. Meanwhile, informal education is another learning activity that does not refer to the official education system of a country. Not only visually appealing, but gamification elements also have a certain motivation and emotional value for the user. This study seeks to compare the use of gamification elements and their motivation between formal and nonformal education. The method used was a Systematic Literature Review using the Kitchenham method. From the selected databases, 65 articles were obtained that had implemented gamification in e-learning. The gamification elements were grouped by motivation and emotion based on the Octalysis framework. The results showed that ownership and possession were the most prominent motivations for implementing gamification.