TY - GEN
T1 - Systematic Literature Review Strategy Gamification through Snake Ladder Game
AU - Ariessanti, Hani Dewi
AU - Meyliana,
AU - Prabowo, Harjanto
AU - Nizar Hidayanto, Achmad
N1 - Publisher Copyright:
© 2020 IEEE.
Copyright:
Copyright 2021 Elsevier B.V., All rights reserved.
PY - 2020/11/19
Y1 - 2020/11/19
N2 - Gamification is a concept that is carried out in order to improve the results of the delivery of information. One area that can take advantage of gamification is education. In education, gamification is a strategy that impelements the elements of a game into a non-game context to resolve the issue with the aim of motivating the user in the process of the activities of learning such as snake and ladders. The basic reason for eliminating the kind of gamification into the game of snakes and ladders is because this game is one of the lightest board games and is quite popular in Indonesia besides other board games such as monopoly, ludo, checkers, and checkers The study will also examine some of the literature that supports the gamification strategy adopted in the game of snakes and ladders, analyzes the weaknesses of the past research, looks for novelties that can be implemented and modified as a learning tool for early childhood to increase attractiveness, interaction and understanding. This study uses a systematic literature review approach from journals and scientific publication articles from 2014 to 2020 regarding gamification strategies in learning using learning tools, especially using snake and ladders. This study will conclude the novelty and opportunities of the snake and ladder game to be modified as part of the gamification strategy concept for early childhood learning. The development of these games can be directed towards some material and changes in the form of games from conventional to digital according to learning needs.
AB - Gamification is a concept that is carried out in order to improve the results of the delivery of information. One area that can take advantage of gamification is education. In education, gamification is a strategy that impelements the elements of a game into a non-game context to resolve the issue with the aim of motivating the user in the process of the activities of learning such as snake and ladders. The basic reason for eliminating the kind of gamification into the game of snakes and ladders is because this game is one of the lightest board games and is quite popular in Indonesia besides other board games such as monopoly, ludo, checkers, and checkers The study will also examine some of the literature that supports the gamification strategy adopted in the game of snakes and ladders, analyzes the weaknesses of the past research, looks for novelties that can be implemented and modified as a learning tool for early childhood to increase attractiveness, interaction and understanding. This study uses a systematic literature review approach from journals and scientific publication articles from 2014 to 2020 regarding gamification strategies in learning using learning tools, especially using snake and ladders. This study will conclude the novelty and opportunities of the snake and ladder game to be modified as part of the gamification strategy concept for early childhood learning. The development of these games can be directed towards some material and changes in the form of games from conventional to digital according to learning needs.
KW - Gamification
KW - Learning early Childhood
KW - Snakes And Ladders
KW - Strategy Gamification
UR - http://www.scopus.com/inward/record.url?scp=85102205487&partnerID=8YFLogxK
U2 - 10.1109/ICIMCIS51567.2020.9354285
DO - 10.1109/ICIMCIS51567.2020.9354285
M3 - Conference contribution
AN - SCOPUS:85102205487
T3 - Proceedings - 2nd International Conference on Informatics, Multimedia, Cyber, and Information System, ICIMCIS 2020
SP - 1
EP - 7
BT - Proceedings - 2nd International Conference on Informatics, Multimedia, Cyber, and Information System, ICIMCIS 2020
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2nd International Conference on Informatics, Multimedia, Cyber, and Information System, ICIMCIS 2020
Y2 - 19 November 2020 through 20 November 2020
ER -