A Review of Gamification Impact on Student Behavioural and Learning Outcomes

<p class="0abstract"><span lang="EN-US">Gamification has become a new trend in learning in the 21st century, by utilizing technology with game elements to change behavior and support learning outcomes. However, few researchers have focused on the comprehensive impact...

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Autores principales: Muhammad Nurtanto, Nur Kholifah, Erif Ahdhianto, Achmad Samsudin, Fajar Danur Isnantyo
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Publicado: International Association of Online Engineering (IAOE) 2021
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Acceso en línea:https://doaj.org/article/cd8e03bc9203463292ea507096d4f040
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spelling oai:doaj.org-article:cd8e03bc9203463292ea507096d4f0402021-12-02T19:33:14ZA Review of Gamification Impact on Student Behavioural and Learning Outcomes1865-792310.3991/ijim.v15i21.24381https://doaj.org/article/cd8e03bc9203463292ea507096d4f0402021-11-01T00:00:00Zhttps://online-journals.org/index.php/i-jim/article/view/24381https://doaj.org/toc/1865-7923<p class="0abstract"><span lang="EN-US">Gamification has become a new trend in learning in the 21st century, by utilizing technology with game elements to change behavior and support learning outcomes. However, few researchers have focused on the comprehensive impact of gamification in helping researchers to better understand developments over the past few years. The ScienceDirect, Taylor and Francis, Springer, Wiley, and SAGE publisher databases were surveyed and a total of forty articles from 2016-2021, were selected for review. </span><span lang="EN-US">Data analysis using NVivo 12 Plush software, with Hierarchy Chart and Mind Map methods. The main findings indicate the positive impact of gamification on student behavior and learning outcomes, including affective, cognitive, behavioral, and performance or others. The researcher recommends the continuity of gamification on learning outcomes and behavior, that interface design and teacher cognitive abilities are strategies or successful learning.</span></p>Muhammad NurtantoNur KholifahErif AhdhiantoAchmad SamsudinFajar Danur IsnantyoInternational Association of Online Engineering (IAOE)articlegamification, motivation, engagement, orientation knowledge, affective outcomesTelecommunicationTK5101-6720ENInternational Journal of Interactive Mobile Technologies, Vol 15, Iss 21, Pp 22-36 (2021)
institution DOAJ
collection DOAJ
language EN
topic gamification, motivation, engagement, orientation knowledge, affective outcomes
Telecommunication
TK5101-6720
spellingShingle gamification, motivation, engagement, orientation knowledge, affective outcomes
Telecommunication
TK5101-6720
Muhammad Nurtanto
Nur Kholifah
Erif Ahdhianto
Achmad Samsudin
Fajar Danur Isnantyo
A Review of Gamification Impact on Student Behavioural and Learning Outcomes
description <p class="0abstract"><span lang="EN-US">Gamification has become a new trend in learning in the 21st century, by utilizing technology with game elements to change behavior and support learning outcomes. However, few researchers have focused on the comprehensive impact of gamification in helping researchers to better understand developments over the past few years. The ScienceDirect, Taylor and Francis, Springer, Wiley, and SAGE publisher databases were surveyed and a total of forty articles from 2016-2021, were selected for review. </span><span lang="EN-US">Data analysis using NVivo 12 Plush software, with Hierarchy Chart and Mind Map methods. The main findings indicate the positive impact of gamification on student behavior and learning outcomes, including affective, cognitive, behavioral, and performance or others. The researcher recommends the continuity of gamification on learning outcomes and behavior, that interface design and teacher cognitive abilities are strategies or successful learning.</span></p>
format article
author Muhammad Nurtanto
Nur Kholifah
Erif Ahdhianto
Achmad Samsudin
Fajar Danur Isnantyo
author_facet Muhammad Nurtanto
Nur Kholifah
Erif Ahdhianto
Achmad Samsudin
Fajar Danur Isnantyo
author_sort Muhammad Nurtanto
title A Review of Gamification Impact on Student Behavioural and Learning Outcomes
title_short A Review of Gamification Impact on Student Behavioural and Learning Outcomes
title_full A Review of Gamification Impact on Student Behavioural and Learning Outcomes
title_fullStr A Review of Gamification Impact on Student Behavioural and Learning Outcomes
title_full_unstemmed A Review of Gamification Impact on Student Behavioural and Learning Outcomes
title_sort review of gamification impact on student behavioural and learning outcomes
publisher International Association of Online Engineering (IAOE)
publishDate 2021
url https://doaj.org/article/cd8e03bc9203463292ea507096d4f040
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