Critical Success Factors on Gamification to Support the Learning Process in University
Critical Success Factors on Gamification to Support the Learning Process in University
Ferdianto Ferdianto, Mohamad Noorman Masrek, Mohd Nasir Ismail, Norizan Anwar, Yohannes Kurniawan
Abstract
"Gamification is the process of implementing a game strategy in the learning process. Gamification in the lecture environment increases creativity and interactivity and provides students with a sensation of accomplishment (Sense of accomplishment). The development of communication technology increased rapidly, which impacted the development of the games industry, which attracted Indonesian people in this case. Therefore, gamification can be an alternative to represent innovative and exciting learning for students in Indonesia. In this Research, the authors tried to analyze the determinants of the effectiveness of learning using gamification."
Reference
Ferdianto, F., Masrek, M. N., Ismail, M. N., Anwar, N., & Kurniawan, Y. (2022). Critical Success Factors on Gamification to Support the Learning Process in University. Environment-Behaviour Proceedings Journal, 7(SI10), 89-96. https://ebpj.e-iph.co.uk/index.php/EBProceedings/article/view/4135
Keywords
Gamification, Learning, Critical Success Factors, University Students