Gamifìed E-Learning model based on Community of Inquiry

Andika Y. Utomo, Afifa Amriani, Alham F. Aji, Fatin R.N. Wahidah, Kasiyah

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

25 Citations (Scopus)

Abstract

E-Learning has become the solution to overcome the barriers of time and place in conventional learning. However, the conventional e-Learning faces the lack of user engagement to the system, making the interaction within the system not optimal. Gamification concept can be used to diminish less engagement of the participants. Gamified e-Learning provides new way of learning by raising the student's motivation and engagement to the e-Learning system using game elements. This paper aims to propose the gamified e-Learning model based on the Community of Inquiry (Col) model. The gamified e-Learning model in this paper is based on the experiment that compare the learning process within two weeks of simulation using gamified e-Learning system and non-gamified system. This experiment which conducted to high school students in Indonesia shows positive impact of the proposed model. The interviews with the respondent are also held to support the finding.

Original languageEnglish
Title of host publicationProceedings - ICACSIS 2014
Subtitle of host publication2014 International Conference on Advanced Computer Science and Information Systems
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages474-480
Number of pages7
ISBN (Electronic)9781479980758
DOIs
Publication statusPublished - 23 Mar 2014
Event2014 International Conference on Advanced Computer Science and Information Systems, ICACSIS 2014 - Jakarta, Indonesia
Duration: 18 Oct 201419 Oct 2014

Publication series

NameProceedings - ICACSIS 2014: 2014 International Conference on Advanced Computer Science and Information Systems

Conference

Conference2014 International Conference on Advanced Computer Science and Information Systems, ICACSIS 2014
Country/TerritoryIndonesia
CityJakarta
Period18/10/1419/10/14

Keywords

  • Collaborative Learning
  • Community of Inquiry
  • Gamification
  • e-Learning

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