Gamifìed E-Learning model based on Community of Inquiry

Andika Y. Utomo, Afifa Amriani, Alham Fikri Aji, F. Wahidah, K. Junus
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引用次数: 21

Abstract

E-Learning has become the solution to overcome the barriers of time and place in conventional learning. However, the conventional e-Learning faces the lack of user engagement to the system, making the interaction within the system not optimal. Gamification concept can be used to diminish less engagement of the participants. Gamified e-Learning provides new way of learning by raising the student's motivation and engagement to the e-Learning system using game elements. This paper aims to propose the gamified e-Learning model based on the Community of Inquiry (Col) model. The gamified e-Learning model in this paper is based on the experiment that compare the learning process within two weeks of simulation using gamified e-Learning system and non-gamified system. This experiment which conducted to high school students in Indonesia shows positive impact of the proposed model. The interviews with the respondent are also held to support the finding.
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Gamifìed基于社区探究的E-Learning模型
电子学习已经成为克服传统学习中时间和地点障碍的解决方案。然而,传统的e-Learning面临着用户对系统缺乏参与度的问题,使得系统内部的交互并不理想。游戏化概念可以用来减少参与者的参与度。游戏化电子学习通过使用游戏元素提高学生对电子学习系统的积极性和参与度,提供了一种新的学习方式。本文旨在提出一种基于探究共同体(Col)模型的游戏化电子学习模型。本文的游戏化电子学习模型是基于比较使用游戏化电子学习系统和非游戏化系统的两周模拟学习过程的实验。本实验以印尼高中生为对象,结果显示本模型的正面影响。为了支持调查结果,我们还与被告进行了面谈。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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