TY - JOUR
T1 - Motivation to Use Gamification Elements in E-Learning for Formal and Non-Formal Education
AU - Afirando, Rio
AU - Santoso, Harry Budi
AU - Junus, Kasiyah
AU - Putra, Panca O. Hadi
AU - Lawanto, Oenardi
PY - 2023/2
Y1 - 2023/2
N2 - The implementation of gamification in e-learning is not new, both within the context of formal and informal. Formal education is a learning activity organized by both public and private parties that refers to the official education system of a country. Meanwhile, informal education is another learning activity that does not refer to the official education system of a country. Not only visually appealing, but gamification elements also have a certain motivation and emotional value for the user. This study seeks to compare the use of gamification elements and their motivation between formal and nonformal education. The method used was a Systematic Literature Review using the Kitchenham method. From the selected databases, 65 articles were obtained that had implemented gamification in e-learning. The gamification elements were grouped by motivation and emotion based on the Octalysis framework. The results showed that ownership and possession were the most prominent motivations for implementing gamification.
AB - The implementation of gamification in e-learning is not new, both within the context of formal and informal. Formal education is a learning activity organized by both public and private parties that refers to the official education system of a country. Meanwhile, informal education is another learning activity that does not refer to the official education system of a country. Not only visually appealing, but gamification elements also have a certain motivation and emotional value for the user. This study seeks to compare the use of gamification elements and their motivation between formal and nonformal education. The method used was a Systematic Literature Review using the Kitchenham method. From the selected databases, 65 articles were obtained that had implemented gamification in e-learning. The gamification elements were grouped by motivation and emotion based on the Octalysis framework. The results showed that ownership and possession were the most prominent motivations for implementing gamification.
KW - e-learning
KW - online learning
KW - gamification
KW - learning management system
KW - octalysis
UR - https://www.researchgate.net/publication/369024301_Motivation_to_Use_Gamification_Elements_in_E-Learning_for_Formal_and_Non-Formal_Education
U2 - 10.33022/ijcs.v12i1.3151
DO - 10.33022/ijcs.v12i1.3151
M3 - Literature review
SN - 2302-4364
VL - 12
JO - Indonesian Journal of Computer Science
JF - Indonesian Journal of Computer Science
IS - 1
ER -