TY - GEN
T1 - Using Gamification and Andragogy Principle in Mobile Online Discussion to Improve User Engagement
AU - Azis, Abdul
AU - Nuzulismah, Ratu Syafianisa
AU - Sensuse, Dana Indra
AU - Suryono, Ryan Randy
AU - Kautsarina,
N1 - Funding Information:
ACKNOWLEDGEMENT Supported by “E-Government and E-Business Laboratory, Faculty Computer Science, Universitas Indonesia”.
Publisher Copyright:
© 2021 IEEE
PY - 2021
Y1 - 2021
N2 - A great opportunity for mobile devices to transform the way students learn by transforming conventional classrooms into more interactive and engaging environments. But using mobile for learning online made various challenges. Online discussion has been more popular in asynchronous, blended learning, and mainly distance learning courses. Online discussion aids in the development of a learning community, enables information exchange, and promotes the development of High Order Thinking Skills, it can be achieved with critical thinking, giving complex problems in learning, dilemmas in unfamiliar questions, and arguments and comparisons in learning activities. Online discussion is a solution in building high-order thinking skills. However, there is a lack of engagement and motivation when students using online discussion. This study used mixed-methods that placed a focus on qualitative and quantitative techniques and design-based research to build a mobile prototype online discussion using the Andragogy principle and gamification elements to enhance student engagement. The result of this research was 73% for the score of the user engagement scale. This indicates that the proposed prototype could improve user engagement.
AB - A great opportunity for mobile devices to transform the way students learn by transforming conventional classrooms into more interactive and engaging environments. But using mobile for learning online made various challenges. Online discussion has been more popular in asynchronous, blended learning, and mainly distance learning courses. Online discussion aids in the development of a learning community, enables information exchange, and promotes the development of High Order Thinking Skills, it can be achieved with critical thinking, giving complex problems in learning, dilemmas in unfamiliar questions, and arguments and comparisons in learning activities. Online discussion is a solution in building high-order thinking skills. However, there is a lack of engagement and motivation when students using online discussion. This study used mixed-methods that placed a focus on qualitative and quantitative techniques and design-based research to build a mobile prototype online discussion using the Andragogy principle and gamification elements to enhance student engagement. The result of this research was 73% for the score of the user engagement scale. This indicates that the proposed prototype could improve user engagement.
KW - Buildings
KW - Computer aided instruction
KW - Education
KW - Mobile handsets
KW - Prototypes
KW - Transforms
KW - User centered design
UR - http://www.scopus.com/inward/record.url?scp=85124650879&partnerID=8YFLogxK
U2 - 10.1109/IC-ICTRuDev50538.2021.9656510
DO - 10.1109/IC-ICTRuDev50538.2021.9656510
M3 - Conference contribution
AN - SCOPUS:85124650879
T3 - Proceeding - 2021 2nd International Conference on ICT for Rural Development, IC-ICTRuDev 2021
BT - Proceeding - 2021 2nd International Conference on ICT for Rural Development, IC-ICTRuDev 2021
A2 - Ariansyah, Kasmad
A2 - Sirait, Emyana Ruth Eritha
A2 - Wahab, Riva'atul Adaniah
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2nd International Conference on ICT for Rural Development, IC-ICTRuDev 2021
Y2 - 27 October 2021 through 28 October 2021
ER -