Gamified Android Based Academic Information System.

@article{Setiana2017GamifiedAB,
  title={Gamified Android Based Academic Information System.},
  author={Henry Setiana and Seng Hansun},
  journal={International Journal of Evaluation and Research in Education},
  year={2017},
  volume={6},
  pages={164-173}
}
  • Henry Setiana, S. Hansun
  • Published 1 June 2017
  • Computer Science
  • International Journal of Evaluation and Research in Education
Student is often lazy when it comes to studying, and how to motivate student was one of the problem in the educational world. [...] Key Method 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 student’s interest and the…Expand
A gamification framework to enhance students’ intrinsic motivation on MOOC
TLDR
A "gamification framework" is proposed through studies and various approaches in the field of games, intrinsic motivation elements, social learning, and interactive learning environments to overcome the low motivation of students in online learning. Expand
Gamification for Elementary Mathematics Learning in Indonesia
The purpose of this research is to combine multimedia elements and mathematics learning material to a mathematic learning interactive application. Research and design methodology that used is GameExpand
A gamification framework for research productivity enhancement on the higher education institution
TLDR
Based on the preliminary testing of the proposed framework, it shows that each construct of the framework has a positive impact on research productivity enhancement as the final goal. Expand
Rancang Bangun MyAKAD Apps Berbasis Android Menggunakan Algoritma Sequential Searching
TLDR
The author wants to develop a student data administration application that will be applied at one of the universities with an Android-based platform system by using a sequential searching algorithm for each program function in the application. Expand
Use of Gamification in Indonesian for Non-Native Speakers (BIPA)
The purpose of this study was to discuss the use of gamification to students of the BIPA program at State University of Malang. The platform used a mobile application that contains elements ofExpand
Mobile Application for Training of Foreign Students with Gamification Techniques and Speech Recognition Technology
The purpose of this research is to produce a mobile learning product that uses gamification techniques and valid speech recognition technology as a source of learning and is effective for trainingExpand
Dietary Application For Diabetic Patients Using Gamification Method
The prevalence of Diabetes Mellitus (DM) in Indonesia shows a very high number. This high number causes the need for appropriate prevention for diabetics. One appropriate prevention method is to obeyExpand
Matchmaking Problems in MOBA Games
TLDR
This paper aims to demonstrate the efforts towards in-situ applicability of EMMARM, as to provide real-time information about concrete mechanical properties such as E-modulus and compressive strength. Expand

References

SHOWING 1-10 OF 20 REFERENCES
Gamification in Education: A Systematic Mapping Study
TLDR
A study of the published works on the application of gamification to education aims to shed light on the tendencies and emerging practices in this area by presenting a thematic analysis instead of narrative summaries that focus on a qualitative review. Expand
An experience report on using gamification in technical higher education
TLDR
The authors' is one of the first long-running attempts to show that gamification can be used to teach technically challenging courses and is correlated with an increase in the percentage of passing students, and in the participation in voluntary activities and challenging assignments. Expand
Social Business Transformation through Gamification
  • J. Maan
  • Computer Science, Business
  • ArXiv
  • 2013
TLDR
The characteristics & mechanism to learn from games that are important for businesses to understand and apply are discussed and how game thinking can revolutionize the business and create an engaging experience is described. Expand
Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance
TLDR
It was found that students in the gamified course showed less motivation, satisfaction, and empowerment over time than those in the non-gamified class, and some care should be taken when applying certain gamification mechanics to educational settings. Expand
Campus information systems for students: classification in Spain
Purpose – First, this article seeks to establish a conceptual model for campus information systems for students, in order to make their comparison possible for strategic management purposes. Second,Expand
From game design elements to gamefulness: defining "gamification"
TLDR
A definition of "gamification" is proposed as the use of game design elements in non-game contexts and it is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena. Expand
Gamification. using game-design elements in non-gaming contexts
TLDR
This workshop brings together practitioners and researchers to develop a shared understanding of existing approaches and findings around the gamification of information systems, and identify key synergies, opportunities, and questions for future research. Expand
Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
TLDR
The review indicates that gamification provides positive effects, however, the effects are greatly dependent on the context in which the gamification is being implemented, as well as on the users using it. Expand
Information Systems as an Academic Discipline - Looking Back, Looking Forward, and Ensuring the Future
  • G. Davis
  • Psychology, Computer Science
  • IFIP TC8 WCC ISS
  • 2006
The purpose of this paper was to organize and present some of my thoughts, based on my experiences in developing the new IS academic discipline, with the objective of helping others to think aboutExpand
Demographic differences in perceived benefits from gamification
TLDR
The results indicate that perceived enjoyment and usefulness of the gamification decline with use, suggesting that users might experience novelty effects from the service. Expand
...
1
2
...