From techo-gaia to kala isvara: gamification on introduction to ict development course for visual art & design students in 2013 - 2015

Mansoor, Alvanov Zpalanzani (2016) From techo-gaia to kala isvara: gamification on introduction to ict development course for visual art & design students in 2013 - 2015. In: ADADA 2016 14TH International Conference for Asia Digital Art and Design, Bali 1-3 November 2016.

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Abstract

Gamification is an art of developing activities in real life using game mechanics and game dynamics to emphasize meaningful and enjoyable experience. With the above concept as foundation, a team was build to develop a gamification of introduction to Information and Communication Technology (ICT) Development course, an educational content for first year Visual Art and Design students in Institut Teknologi Bandung, Indonesia. The course aims is to create basic knowledge on recent development of ICT towards students of Intitut Teknologi Bandung. The aim of gamification of Introduction to ICT towards Visual Art and Design students is more onto engage them and create insights on what is ICT and how ICT affects their future and profession. This paper depicts three gamification activities in 2013 until 2015 which may become future reference for game studies or media studies, especially gamificating an educational course. The results of the mentioned gamification activities are certain game mechanics are good in creating interaction and playful experiences. But there is one important aspects that will engage participants deeper, is giving room for participants to actively innovate the game.

Item Type: Conference or Workshop Item (Paper)
Keywords: gamification, media studies, game studies.
Subjects: 700 Arts and Recreation > 790 Outline of Sports, Games and Entertainment > 794 Indoor Games of Skill
Divisions: Universitas Multimedia Nusantara
Depositing User: mr admin umn
Date Deposited: 15 Mar 2018 02:14
Last Modified: 19 Jan 2022 06:41
URI: https://kc.umn.ac.id/id/eprint/3841

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