Cite Article

Gamification Elements for Learning Applications

Choose citation format

BibTeX

@article{IJASEIT1379,
   author = {Firas Layth Khaleel and Noraidah Sahari@Ashaari and Tengku Siti Meriam Tengku Wook and Amirah Ismail},
   title = {Gamification Elements for Learning Applications},
   journal = {International Journal on Advanced Science, Engineering and Information Technology},
   volume = {6},
   number = {6},
   year = {2016},
   pages = {868--874},
   keywords = {Gamification; Game Elements; Game Design, Game Mechanic; Game Technique; Multi-users},
   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.

},    issn = {2088-5334},    publisher = {INSIGHT - Indonesian Society for Knowledge and Human Development},    url = {http://ijaseit.insightsociety.org/index.php?option=com_content&view=article&id=9&Itemid=1&article_id=1379},    doi = {10.18517/ijaseit.6.6.1379} }

EndNote

%A Khaleel, Firas Layth
%A Sahari@Ashaari, Noraidah
%A Tengku Wook, Tengku Siti Meriam
%A Ismail, Amirah
%D 2016
%T Gamification Elements for Learning Applications
%B 2016
%9 Gamification; Game Elements; Game Design, Game Mechanic; Game Technique; Multi-users
%! Gamification Elements for Learning Applications
%K Gamification; Game Elements; Game Design, Game Mechanic; Game Technique; Multi-users
%X 

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.

%U http://ijaseit.insightsociety.org/index.php?option=com_content&view=article&id=9&Itemid=1&article_id=1379 %R doi:10.18517/ijaseit.6.6.1379 %J International Journal on Advanced Science, Engineering and Information Technology %V 6 %N 6 %@ 2088-5334

IEEE

Firas Layth Khaleel,Noraidah Sahari@Ashaari,Tengku Siti Meriam Tengku Wook and Amirah Ismail,"Gamification Elements for Learning Applications," International Journal on Advanced Science, Engineering and Information Technology, vol. 6, no. 6, pp. 868-874, 2016. [Online]. Available: http://dx.doi.org/10.18517/ijaseit.6.6.1379.

RefMan/ProCite (RIS)

TY  - JOUR
AU  - Khaleel, Firas Layth
AU  - Sahari@Ashaari, Noraidah
AU  - Tengku Wook, Tengku Siti Meriam
AU  - Ismail, Amirah
PY  - 2016
TI  - Gamification Elements for Learning Applications
JF  - International Journal on Advanced Science, Engineering and Information Technology; Vol. 6 (2016) No. 6
Y2  - 2016
SP  - 868
EP  - 874
SN  - 2088-5334
PB  - INSIGHT - Indonesian Society for Knowledge and Human Development
KW  - Gamification; Game Elements; Game Design, Game Mechanic; Game Technique; Multi-users
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.

UR - http://ijaseit.insightsociety.org/index.php?option=com_content&view=article&id=9&Itemid=1&article_id=1379 DO - 10.18517/ijaseit.6.6.1379

RefWorks

RT Journal Article
ID 1379
A1 Khaleel, Firas Layth
A1 Sahari@Ashaari, Noraidah
A1 Tengku Wook, Tengku Siti Meriam
A1 Ismail, Amirah
T1 Gamification Elements for Learning Applications
JF International Journal on Advanced Science, Engineering and Information Technology
VO 6
IS 6
YR 2016
SP 868
OP 874
SN 2088-5334
PB INSIGHT - Indonesian Society for Knowledge and Human Development
K1 Gamification; Game Elements; Game Design, Game Mechanic; Game Technique; Multi-users
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.

LK http://ijaseit.insightsociety.org/index.php?option=com_content&view=article&id=9&Itemid=1&article_id=1379 DO - 10.18517/ijaseit.6.6.1379