Enhancing Student Academic Performance Through The Implementation of Dynamic Gamification in Educational Settings

Dynamic gamification is a gamification strategy that uses features and game mechanics that are flexible and adaptive to engage users in a variety of tasks. Dynamic gamification, in contrast to traditional gamification, allows for real-time modification of game features in response to user behavior or other circumstances. This study aims to show whether incorporating dynamic gamification enhances students' academic achievement. Numerous factors, such as motivation, learning engagement, academic achievement, relevance, confidence, and satisfaction, will be tested in order to advance the objectives of this study. In this research, a nonprobability purposive sampling strategy was used. An online questionnaire is distributed from March 23 until May 2, 2024 which featured 477 participants from all around Indonesia. However, only 400 respondents are considered valid, as the respondents must either comprehend the concept of gamification or have prior experience using gamification. The results stated that ten out of ten hypotheses had significant effect.

Authors

Institutions

Publication Details

Published
2024-11-19
DOI
https://doi.org/10.1109/cenim64038.2024.10882727
Primary Topic
Sports and Physical Education Research
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Enhancing Student Academic Performance Through The Implementation of Dynamic Gamification in Educational Settings

Erwin Halim, Tiara Natasha Muliawan, Lucinda Artahni, Laura Angelica Wijaya
Sports and Physical Education Research
article

Enhancing Student Academic Performance Through The Implementation of Dynamic Gamification in Educational Settings

Erwin Halim, Tiara Natasha Muliawan, Lucinda Artahni, Laura Angelica Wijaya
article en

Abstract

Dynamic gamification is a gamification strategy that uses features and game mechanics that are flexible and adaptive to engage users in a variety of tasks. Dynamic gamification, in contrast to traditional gamification, allows for real-time modification of game features in response to user behavior or other circumstances. This study aims to show whether incorporating dynamic gamification enhances students' academic achievement. Numerous factors, such as motivation, learning engagement, academic achievement, relevance, confidence, and satisfaction, will be tested in order to advance the objectives of this study. In this research, a nonprobability purposive sampling strategy was used. An online questionnaire is distributed from March 23 until May 2, 2024 which featured 477 participants from all around Indonesia. However, only 400 respondents are considered valid, as the respondents must either comprehend the concept of gamification or have prior experience using gamification. The results stated that ten out of ten hypotheses had significant effect.

Binus University (ID)
Openalex Percentile: Top 51%
Sports and Physical Education Research
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Enhancing Student Academic Performance Through The Implementation of Dynamic Gamification in Educational Settings — Erwin Halim, Tiara Natasha Muliawan, et al. · (2024) | TGRS Research Map | TGRS