Prototype of Mobile Learning Application (MoLearn) by Utilizing the Gamification Concept

T. Sagirani, M. J. D. Sunarto, B. Hariadi, Tania Amelia, Julianto Lemantara
{"title":"Prototype of Mobile Learning Application (MoLearn) by Utilizing the Gamification Concept","authors":"T. Sagirani, M. J. D. Sunarto, B. Hariadi, Tania Amelia, Julianto Lemantara","doi":"10.1109/MITE.2018.8747089","DOIUrl":null,"url":null,"abstract":"Mobile Learning (MoLearn) is a learning application created specifically to accommodate the learning needs of students with the goal of gaining more learning experiences with more effective mobile devices. Answering this challenge, MoLearn application that has been built previously with web-based and Android needs to be developed. In accordance with the lifestyle of its users, in this case high school students, the MoLearn application was developed using the concept of Gamification. In learning, gamification is an approach in the learning process that uses elements in the game with the aim to provide motivation, build comfort for learners, and interest in the learning process. By utilizing the concept of Gamification, a prototype of MoLearn application development was designed by giving attention to the three elements, i.e character, interactivity and feedback. The development of this application takes into account every student activity that focuses on goals, reward mechanisms, and progress tracking. Gamification, a key review of MoLearn's application development as a concept in the process of creating participative learning experiences and active learning.","PeriodicalId":426754,"journal":{"name":"2018 IEEE 6th International Conference on MOOCs, Innovation and Technology in Education (MITE)","volume":"37 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 IEEE 6th International Conference on MOOCs, Innovation and Technology in Education (MITE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/MITE.2018.8747089","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2

Abstract

Mobile Learning (MoLearn) is a learning application created specifically to accommodate the learning needs of students with the goal of gaining more learning experiences with more effective mobile devices. Answering this challenge, MoLearn application that has been built previously with web-based and Android needs to be developed. In accordance with the lifestyle of its users, in this case high school students, the MoLearn application was developed using the concept of Gamification. In learning, gamification is an approach in the learning process that uses elements in the game with the aim to provide motivation, build comfort for learners, and interest in the learning process. By utilizing the concept of Gamification, a prototype of MoLearn application development was designed by giving attention to the three elements, i.e character, interactivity and feedback. The development of this application takes into account every student activity that focuses on goals, reward mechanisms, and progress tracking. Gamification, a key review of MoLearn's application development as a concept in the process of creating participative learning experiences and active learning.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
基于游戏化理念的移动学习应用(MoLearn)原型
移动学习(MoLearn)是一个专门为满足学生的学习需求而创建的学习应用程序,目标是通过更有效的移动设备获得更多的学习经验。为了应对这一挑战,mollearn需要开发先前基于web和Android构建的应用程序。根据其用户的生活方式,在这个案例中是高中生,MoLearn应用程序是使用游戏化的概念开发的。在学习中,游戏化是一种在学习过程中使用游戏元素的方法,目的是提供动机,为学习者提供舒适,并对学习过程产生兴趣。利用游戏化的概念,设计了一个MoLearn应用开发的原型,关注三个要素,即个性、交互性和反馈。这个应用程序的开发考虑到每个学生的活动,重点是目标、奖励机制和进度跟踪。游戏化,作为一个概念,在创造参与式学习体验和主动学习的过程中,对mollearn应用开发的关键回顾。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Adopting Agile Values in Engineering Education Applying Data Mining Techniques for Generating MOOCs Recommendations on the Basis of Learners Online Activity Impact of Active Learning in Engineering Education Conceptualizing MOOCs Implementation for Higher Education in Developing Countries E-Knowledge Analyzing with Java Ontology
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1