Gamification elements for learning applications

Research output: Contribution to journalArticle

27 Citations (Scopus)

Abstract

Gamification technique is getting popular to be implemented in learning or training application. It is referred to the use of game elements or game thinking in a non-game context in order to increase engagement between students and learning application. Since there are many elements of games that are identified from previous works, this study focuses on game elements from Gamification technique that positively affect learning when applied to a learning application. Therefore, the objectives of this research are to identify game elements that can be gamified in a learning application; and to verify those elements by multiple users (gamers, students, and experts). Suitable game elements are identified through literature reviews. Two approaches are used to verify these elements; interview experts and administer a survey to gamers and students. The finding of this study suggests the use of a group of game elements with three aims, (1) increase the level of fun and entertainment; (2) motivate students to challenge each other; and (3) improve gaming and learning skills. In a further study, these elements will be implemented in a learning application and its effectiveness shall be tested.

Original languageEnglish
Pages (from-to)868-874
Number of pages7
JournalInternational Journal on Advanced Science, Engineering and Information Technology
Volume6
Issue number6
DOIs
Publication statusPublished - 2016

Fingerprint

learning
Learning
Students
students
interviews
Interviews
methodology
Research

Keywords

  • Game design
  • Game elements
  • Game mechanic
  • Game technique
  • Gamification
  • Multi-users

ASJC Scopus subject areas

  • Agricultural and Biological Sciences(all)
  • Computer Science(all)
  • Engineering(all)

Cite this

@article{0b7e6a2eabdf4277b07508851054e58d,
title = "Gamification elements for learning applications",
abstract = "Gamification technique is getting popular to be implemented in learning or training application. It is referred to the use of game elements or game thinking in a non-game context in order to increase engagement between students and learning application. Since there are many elements of games that are identified from previous works, this study focuses on game elements from Gamification technique that positively affect learning when applied to a learning application. Therefore, the objectives of this research are to identify game elements that can be gamified in a learning application; and to verify those elements by multiple users (gamers, students, and experts). Suitable game elements are identified through literature reviews. Two approaches are used to verify these elements; interview experts and administer a survey to gamers and students. The finding of this study suggests the use of a group of game elements with three aims, (1) increase the level of fun and entertainment; (2) motivate students to challenge each other; and (3) improve gaming and learning skills. In a further study, these elements will be implemented in a learning application and its effectiveness shall be tested.",
keywords = "Game design, Game elements, Game mechanic, Game technique, Gamification, Multi-users",
author = "Khaleel, {Firas Layth} and {Sahari @ Ashaari}, Noraidah and {Tengku Wook}, {Tengku Siti Meriam} and Amirah Ismail",
year = "2016",
doi = "10.18517/ijaseit.6.6.1379",
language = "English",
volume = "6",
pages = "868--874",
journal = "International Journal on Advanced Science, Engineering and Information Technology",
issn = "2088-5334",
publisher = "INSIGHT - Indonesian Society for Knowledge and Human Development",
number = "6",

}

TY - JOUR

T1 - Gamification elements for learning applications

AU - Khaleel, Firas Layth

AU - Sahari @ Ashaari, Noraidah

AU - Tengku Wook, Tengku Siti Meriam

AU - Ismail, Amirah

PY - 2016

Y1 - 2016

N2 - Gamification technique is getting popular to be implemented in learning or training application. It is referred to the use of game elements or game thinking in a non-game context in order to increase engagement between students and learning application. Since there are many elements of games that are identified from previous works, this study focuses on game elements from Gamification technique that positively affect learning when applied to a learning application. Therefore, the objectives of this research are to identify game elements that can be gamified in a learning application; and to verify those elements by multiple users (gamers, students, and experts). Suitable game elements are identified through literature reviews. Two approaches are used to verify these elements; interview experts and administer a survey to gamers and students. The finding of this study suggests the use of a group of game elements with three aims, (1) increase the level of fun and entertainment; (2) motivate students to challenge each other; and (3) improve gaming and learning skills. In a further study, these elements will be implemented in a learning application and its effectiveness shall be tested.

AB - Gamification technique is getting popular to be implemented in learning or training application. It is referred to the use of game elements or game thinking in a non-game context in order to increase engagement between students and learning application. Since there are many elements of games that are identified from previous works, this study focuses on game elements from Gamification technique that positively affect learning when applied to a learning application. Therefore, the objectives of this research are to identify game elements that can be gamified in a learning application; and to verify those elements by multiple users (gamers, students, and experts). Suitable game elements are identified through literature reviews. Two approaches are used to verify these elements; interview experts and administer a survey to gamers and students. The finding of this study suggests the use of a group of game elements with three aims, (1) increase the level of fun and entertainment; (2) motivate students to challenge each other; and (3) improve gaming and learning skills. In a further study, these elements will be implemented in a learning application and its effectiveness shall be tested.

KW - Game design

KW - Game elements

KW - Game mechanic

KW - Game technique

KW - Gamification

KW - Multi-users

UR - http://www.scopus.com/inward/record.url?scp=85010204555&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=85010204555&partnerID=8YFLogxK

U2 - 10.18517/ijaseit.6.6.1379

DO - 10.18517/ijaseit.6.6.1379

M3 - Article

AN - SCOPUS:85010204555

VL - 6

SP - 868

EP - 874

JO - International Journal on Advanced Science, Engineering and Information Technology

JF - International Journal on Advanced Science, Engineering and Information Technology

SN - 2088-5334

IS - 6

ER -