Analysis of Dynamics Gamification in Education to Enhance Student's Learning Satisfaction

In recent years, gamification has become more and more popular. Dynamic gamification includes game elements-like points, badges, leaderboards, prizes, and feedback systems-to match the evolving demands of users. The goal of this study is to demonstrate whether using dynamic gamification in education can improve students' satisfaction levels. Several variables will be tested, including gamification, game elements, dynamics, mechanics, motivation, learning engagement, learning satisfaction, and knowledge. Non-probability purposive sampling is the sampling technique employed in this study. In this study, 477 participants were involved, but only 400 of the participants are valid as the participants must either know about gamification in education or have utilized gamification platform before. The study requires participants from Indonesia, either from JABODETABEK or outside of JABODETABEK to complete an online questionnaire from March 23 to May 2, 2024. According to the study's findings, ten out of the ten hypotheses stated in this study have significant impact.

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Published
2024-11-20
DOI
https://doi.org/10.1109/icimcis63449.2024.10956346
Primary Topic
Educational Games and Gamification
Type
article
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article

Analysis of Dynamics Gamification in Education to Enhance Student's Learning Satisfaction

Erwin Halim, Tiara Natasha Muliawan, Lucinda Artahni, Laura Angelica Wijaya
Educational Games and Gamification
article

Analysis of Dynamics Gamification in Education to Enhance Student's Learning Satisfaction

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

Abstract

In recent years, gamification has become more and more popular. Dynamic gamification includes game elements-like points, badges, leaderboards, prizes, and feedback systems-to match the evolving demands of users. The goal of this study is to demonstrate whether using dynamic gamification in education can improve students' satisfaction levels. Several variables will be tested, including gamification, game elements, dynamics, mechanics, motivation, learning engagement, learning satisfaction, and knowledge. Non-probability purposive sampling is the sampling technique employed in this study. In this study, 477 participants were involved, but only 400 of the participants are valid as the participants must either know about gamification in education or have utilized gamification platform before. The study requires participants from Indonesia, either from JABODETABEK or outside of JABODETABEK to complete an online questionnaire from March 23 to May 2, 2024. According to the study's findings, ten out of the ten hypotheses stated in this study have significant impact.

Binus University (ID)
Openalex Percentile: Top 64%
Educational Games and Gamification
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Analysis of Dynamics Gamification in Education to Enhance Student's Learning Satisfaction — Erwin Halim, Tiara Natasha Muliawan, et al. · (2024) | TGRS Research Map | TGRS