IAIC Transactions on Sustainable Digital Innovation (ITSDI)
Vol 3 No 1 (2021): October

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

Tatu Fidiatu Toimah (Universitas Al Khairiyah)
Yusril Ihza Maulana (Universitas Al Khairiyah)
Irfan Fajar (Universitas Al Khairiyah)



Article Info

Publish Date
31 Oct 2021

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.

Copyrights © 2021






Journal Info

Abbrev

itsdi

Publisher

Subject

Computer Science & IT Control & Systems Engineering Electrical & Electronics Engineering Library & Information Science Materials Science & Nanotechnology

Description

IAIC Transactions on Sustainable Digital Innovation (ITSDI e-ISSN : 2715-0461 , p-ISSN : 2686-6285 ) managed by Indonesian Association on Informatics and Computing (IAIC) and supported by Alphabet Incubator . ITSDI provides media to publish scientific articles from scholars and experts around the ...