Using Gamification To Increase E-Learning Engagement

Authors

  • Sri Watini Panca Sakti University
  • Widhy Setyowati STIE Bank BPD Jateng, Semarang City

DOI:

https://doi.org/10.33050/itee.v1i2.234

Keywords:

Gamification, E-Learning, Engagement, Games, Technology

Abstract

E-learning is limited from a pedagogical standpoint because it can't emote or captivate students the same way a teacher can. To compensate for the lack of sensation or emotional engagement, an e-learning system must aim to encourage students in other ways. JB Fogg conducted study on the subject of persuasive technology and how to develop tools that affect a user's emotions. He introduces the Fogg's Behavior model, which looks into the circumstances that can lead to a particular behavior. There are numerous uses for this idea in human-computer interaction. Games are a regular aspect of life that delight players while also modeling behavior. We can improve user engagement with an e-learning application and its particular activities by incorporating game mechanics and dynamics into tasks and e-learning processes. Gamification is a term that has many applications in business practices and suggests tried-and-true methods that are comparable to those used in games. Gamification is the process of integrating elements of gaming into non-gaming applications, particularly user-friendly internet and mobile platforms. Furthermore, it seeks to persuade users to engage in the appropriate behaviors in respect to the applications. This description is connected to the terms serious games, serious gaming, playful engagement, and game-based technology. In this section, we'll examine each one in more detail, as well as examine how well they apply to e-learning and the learning process as a whole.

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Published

2023-05-06
DIMENSIONS

How to Cite

Sri Watini, & Widhy Setyowati. (2023). Using Gamification To Increase E-Learning Engagement. International Transactions on Education Technology (ITEE), 1(2), 84–94. https://doi.org/10.33050/itee.v1i2.234