Issue |
MATEC Web of Conferences
Volume 58, 2016
The 3rd Bali International Seminar on Science & Technology (BISSTECH 2015)
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Article Number | 03006 | |
Number of page(s) | 6 | |
Section | Information Technology and Information Systems | |
DOI | https://doi.org/10.1051/matecconf/20165803006 | |
Published online | 23 May 2016 |
Gamification Approach to Enhance Students Engagement in Studying Language course
Informatics Department., Faculty of Engineering, University of Trunojoyo Madura
E-Mail: andharini.dwi.cahyani@gmail.com
Many researchers have attempted to utilize gamification to increase student engagement, motivation and achievement in the classroom with varying degrees of accomplishment. This research attempts to review of existing literature on the subject as well as the implementation of gamification on Language course. It aims to get better understanding of how gamification can efficiently be used in education. This analysis reveals that the underlying fact that make games engaging are already utilized in pedagogical practices. There are two important recommendations from this research. First, use gamified learning scenario as an activity, to encourage students trying new things and avoiding fear to make a mistakes. Secondly, the gamification in education setting needs students to participate deliberately to ensure the gamification retains the game-like nature.
Key words: gamification / enjoyment / motivation / engagement
© Owned by the authors, published by EDP Sciences, 2016
This is an Open Access article distributed under the terms of the Creative Commons Attribution License 4.0, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
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