Understanding how gamification influences behaviour in education

Qurotul Aini, Taqwa Hariguna, Panca Oktavia Hadi Putra, Untung Rahardja

Research output: Contribution to journalArticlepeer-review

33 Citations (Scopus)

Abstract

The transformation of education developed with the gamification element bringing new trends in the era of disruption. Gamification is growing rapidly in the world of online education, with more and more educational institutions adopting elements of the game. With the game based education not only for students, but also for lecturers who are motivated because they get rewards. Even though gamification education plays an important role in online learning, there is no literature from the lecturer side that explains the benefits of applying gamification in the context of responsibility for giving student test scores and their impact on their attitude towards test scores. This study discusses the lecturer's negligence in providing test scores that are not timely using the viewboard method in the context of gamification. Viewboard and gamification are a combination that can provide solutions in the technology literature in the millennial era. With the viewboard, this research presents information visualization that examines the impact of gamification on the intention of lecturers to be involved in it and their attitude towards student test scores. Quantitative methodology is used which results in empirical support for the benefits obtained by increasing the motivation of lecturers. However, the paradigm of the system used is still found between the intentions of lecturers to be involved in the gamification process in granting student test scores not yet significant. Based on the results of the study, the findings of this study have theories and practical implications..

Original languageEnglish
Pages (from-to)269-274
Number of pages6
JournalInternational Journal of Advanced Trends in Computer Science and Engineering
Volume8
Issue number1.5 Special Issue
DOIs
Publication statusPublished - 2019

Keywords

  • Behaviour intention
  • Education
  • Gamification

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