Setiana, Henry and Hansun, Seng (2017) Gamified Android Based Academic Information System. International Journal of Evaluation and Research in Education, 6 (2). ISSN 2252-8822
Full text not available from this repository.Abstract
Student is often lazy when it comes to studying, and how to motivate student was one of the problem in the educational world. To overcome the matters, we will implement the gamification method into an Academic Information System. Academic Information System is a software used for providing information and arranging administration which connected with academic activities. By implementing the gamification method, it is expected to improve students' interest on the study programs. Gamification itself is a process with the purpose of changing non-game context into a more interesting application by integrating game thinking, game design, and game mechanics. From the evaluation result, it is concluded that the application has been successfully built and the gamification method has been successfully implemented to improve students' interest and the most influential gamification features are point and reward.
Item Type: | Article |
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Subjects: | 000 Computer Science, Information and General Works > 000 Computer Science, Knowledge and Systems > 004 Computer Science, Data Processing, Hardware 300 Social Sciences > 370 Education > 378 Tertiary Education, Higher Education, University 700 Arts and Recreation > 790 Outline of Sports, Games and Entertainment |
Divisions: | Faculty of Engineering & Informatics > Informatics |
Depositing User: | Administrator UMN Library |
Date Deposited: | 19 Oct 2021 02:37 |
Last Modified: | 19 Oct 2021 02:37 |
URI: | https://kc.umn.ac.id/id/eprint/18851 |
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