Critical Success Factors on Gamification to Support the Learning Process in University

Authors

  • Ferdianto Ferdianto Information Systems Departement, School of Information Systems, Bina Nusantara University, Jakarta, Indonesia
  • Mohamad Noorman Masrek Faculty of Information Management, Universiti Teknologi MARA, Selangor, Malaysia
  • Mohd Nasir Ismail Faculty of Information Management, Universiti Teknologi MARA, Selangor, Malaysia
  • Norizan Anwar Faculty of Information Management, Universiti Teknologi MARA, Selangor, Malaysia
  • Yohannes Kurniawan Information Systems Departement, School of Information Systems, Bina Nusantara University, Jakarta, Indonesia

DOI:

https://doi.org/10.21834/ebpj.v7iSI10.4135

Keywords:

Gamification, Learning, Critical Success Factors, University Students;, Learning Process

Abstract

Gamification is the process of implementing a game strategy in the learning process. Gamification in the lecture environment increases creativity and interactivity and provides students with a sensation of accomplishment (Sense of accomplishment). The development of communication technology increased rapidly, which impacted the development of the games industry, which attracted Indonesian people in this case. Therefore, gamification can be an alternative to represent innovative and exciting learning for students in Indonesia. In this Research, the authors tried to analyze the determinants of the effectiveness of learning using gamification.

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Published

2022-11-30

How to Cite

Ferdianto, F., Masrek, M. N., Ismail, M. N., Anwar, N., & Kurniawan, Y. (2022). Critical Success Factors on Gamification to Support the Learning Process in University. Environment-Behaviour Proceedings Journal, 7(SI10), 89–96. https://doi.org/10.21834/ebpj.v7iSI10.4135

Issue

Section

Educational / Learning Environment

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