Abstract

Gamification is the application of game features, mainly elements of video games, in a context not related to the game in order to promote motivation and commitment to learning. The application of gamification in a pedagogical context provides some remedy for many people who feel alienated from traditional teaching methods. The use of gamification could provide a partial solution to the decrease in the motivation and commitment of the students that the user faces today. Specifically, the younger environment could benefit greatly from gamification not only for its enjoyment but also for a healthy life. This critical analysis of gamification literature wants to be part of a sequence on the effect of gamification on motivation and commitment. A methodology proposed in the study of the effects of gamification in motivation and commitment, as well as an empirical study, consists of a smartphone application that provides tracking and gamification elements. While the control arm consists of on an application designed identically only with the characteristics of tracking health information. The proposal will be made among young people who use applications on the day off from cars in Jakarta

Highlights

  • The new movement to create effect not to related to games through an application of role-playing games and role- playing games that make the game fun, such as points, levels, ranking, results, fields of competition and prizes in call Gamification

  • Abstract--Gamification is the application of game features, mainly elements of video games, in a context not related to the game in order to promote motivation and commitment to learning

  • By combining applications running with social networks, users can interact with other people, share information and encourage each other

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Summary

Introduction

The new movement to create effect not to related to games through an application of role-playing games and role- playing games that make the game fun, such as points, levels, ranking, results, fields of competition and prizes in call Gamification. The advantage of Gamification is that it rewards the achievement of the action towards the goal and the task Elements such as points, leveling and classification stimulate internal and external motivations and maintain voluntary participation. The types of rewards include points, badges or performance levels when player compiling a progress bar and the user with a virtual currency Contest is another element of the games that can be used in gamification. Making rewards for performing tasks visible to other players or providing rankings is a way to encourage players to compete Another approach to gamification is to make existing activities more similar to games. The technique attracted the attention of venture capitalists, one of whom said he considered gamification to be the most promising area of the game Another noted that half of all companies seeking financing for consumer software applications mention the design of the game in their presentations. Fuchs emphasizes that gamification could be driven by new forms of brilliant interfaces

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