scholarly journals The Adoption of Students' Hedonic Motivation System Model to Gamified Learning Environment

Author(s):  
Dokun Oluwajana ◽  
Muesser Nat ◽  
Adeleye Idowu ◽  
Vanye Vanduhe ◽  
Samson Fadiya
2020 ◽  
Vol 17 (2) ◽  
pp. 94-110 ◽  
Author(s):  
John Aries I Malahito ◽  
Maria Ana T Quimbo

In this era of digital media, teachers are competing against technological advancements in gaining students’ engagement and attention. Incorporating game elements in the learning environment known as gamification is a new field of study that re-engages students in learning. This study was done primarily to create a gamified learning environment that will serve as another teaching strategy to engage students in learning. The learning environment was aligned with the principles of gamification and was called Gamified-Class or simply G-Class. Using data gathered from 27 freshman college students, G-Class was developed following the Analysis–Design–Development–Implementation–Evaluation model of instructional design and using the Mechanics–Dynamics–Aesthetics framework of game design. The material was implemented in a General Physics class through a quasi-experimental research design. A G-Class mobile and desktop application together with a user guide was created. G-Class was evaluated both as instructional design material and as instructional task. As an instructional design, it was assessed in terms of content and learning objectives; design, interactivity, and usability; and assessment aligned with learning outcomes. As an instructional task, G-Class was assessed using the Intrinsic Motivation Inventory which consisted of four subscales in a 7-point Likert scale, namely, interest/enjoyment, perceived competence, choice, and pressure/tension. Overall, G-Class was given positive rating both as instructional material and as instructional task. With an overall rating of 5.60, students were found to be more engaged with their subject. Applying gamification in the learning environment pointed to its beneficial effects in enhancing students’ engagement in learning.


2017 ◽  
Vol 2 (2) ◽  
pp. 1-14
Author(s):  
Ibam E. Onwuka ◽  
Agbonifo O. Catherine ◽  
Adewale O. Sunday

Online collaborative learning systems have emerged as one of the most valuable aspects of e-learning systems. E-learning products that lack features for online collaboration among participants are deemed to be incomplete or sub-standard. Collaboration modules within an e-learning system consist of assets for group communication and work “spaces” and facilities. Activities within the collaborative framework of an e-learning system advances collaborative social interaction and the social construction of knowledge. Participants in an e-learning environment get involved in many activities which if not well coordinated could hamper collaboration instead of enhancing it. Therefore, the need to create measurable tools (models) that can coordinate these collaborative activities and provide up-to-date information or status of individual participant and group participants in collaborative activities within an e-learning environment has become inevitable. This work seeks to presents the design of activities management system model for online collaborative learning systems. The model contains some mathematical models for determining the level of involvements of a participant or groups in online classes (class attendance), discussions, project and polls. Their levels of participation are assigned weights and their aggregate value interpreted to give up-to-date status of their involvement in collaborative activities. The model is developed using WAMP tools.


2020 ◽  
Vol 6 (1) ◽  
pp. 39
Author(s):  
Adhi Rizal ◽  
Dadang Yusup

Penelitian ini bertujuan untuk mengintegrasikan dan mengimplementasikan konsep microlecture ke dalam lingkungan virtual 3 dimensi. Micro-video yang dikembangkan terdiri dari tiga bagian utama, yaitu bagian pendahuluan, inti, dan penutup dengan durasi masing-masing sekitar 30 detik, 12 menit, dan 11 detik. Micro-video dibuat dengan menggunakan bantuan kamera, microphone, dan beberapa video editor tools. Sedangkan lingkungan pembelajaran virtual (Virtual Learning  Environment-VLE) dikembangkan berdasarkan framework ADDIE (Analysis, Design, Development, Implementation, Evaluation). Setelah lingkungan virtual berhasil dikembangkan, maka micro-video diintegrasikan ke dalamnya dan disajikan melalui objek presenter sehingga dapat dipelajari oleh peserta didik. Hasil implementasi menunjukan bahwa integrasi konsep yang diusulkan dapat meningkatkan hasil belajar peserta didik dibandingkan dengan konsep konvensional. Selain itu, hasil penerimaan pengguna berdasdarkan HMSAM (Hedonic Motivation System Adoption Model) menunjukan bahwa sistem yang dikembangkan dapat diterima untuk digunakan dalam proses pembelajaran.


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