Atina Putri
School Of Electrical Engineering And Informatics Bandung Institute Of Technology Bandung, Indonesia

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A Systematic Literature Review of Gamification for Children: Game Elements, Purposes, and Technologies Nia Semartiana; Atina Putri; Yusep Rosmansyah
Proceeding of International Conference on Information Science and Technology Innovation (ICoSTEC) Vol. 1 No. 1 (2022): Proceeding of International Conference on Information Science and Technology In
Publisher : Universitas Respati Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35842/icostec.v1i1.16

Abstract

Technology continues to develop tools and applications to help students learning, especially in early childhood education. This innovation has an impact on children's learning behavior and activities since children are familiar with and enjoy playing with digital games. Previous research has attempted to combine the fun aspects of games with the learning aspects of games to create child-friendly activities. Gamification helps to create an effective educational environment in order to increase children's motivation, engagement, and learning performance. However, there are few studies that discuss the impact of gamification on children's learning, as well as the types of game elements and technology that are acceptable for them. This study presents a systematic literature review on gamification in order to identify the types of goals, game elements, and trends in gamification technology for the younger generation. In this study, 20 research articles were selected to be reviewed from four database sources (IEEE Xplore, ScienceDirect, Scopus and ACM) from 2017 to 2021. The results showed that the primary goal of gamification for children were to increase motivation and engagement. Several elements, such as points, levels, and leaderboards, were frequently used in the game. Finally, mobile applications were commonly used for gamification in the learning process of children.
Feedback System in Educational Games: A Systematic Literature Review Aditya Sudyana; Atina Putri; Yusep Rosmansyah
Jurnal Pendidikan Indonesia Vol. 5 No. 7 (2024): Jurnal Pendidikan Indonesia
Publisher : Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/japendi.v5i7.3059

Abstract

The presence of a feedback system is a key factor in maintaining individuals' engagement in educational games. This system aims to enhance player motivation and active participation in educational games. In addition, the feedback system can improve the players' learning outcomes by augmenting their knowledge. Nevertheless, there remains a lack of comprehensive research in the field of feedback systems in educational games, leading to an inadequate comprehension of how to construct a proficient feedback system that can more effectively accomplish the objectives of educational games. The overview of feedback systems in educational games is frequently scattered and fragmented, making it challenging to figure out which educational games incorporate such systems. This research not only improves the comprehension of the feedback system in educational games but also addresses an important gap in the existing literature. The aim of this study is to conduct an extensive and systematic review of the existing literature on feedback systems in educational games. This review is based on 36 relevant journal articles published from 2019 to 2023. This research examines the patterns in the utilization of feedback systems in educational games, including the technologies employed to build these systems, the educational domains studied, and the types of products developed through the creation of educational games. In this study, the discussion also includes the design techniques and methods for feedback systems. This text discusses the utilization feedback types as well as the algorithms used to analyze the feedback systems. The text thoroughly discusses the comprehensive selection of feedback components to be delivered as mediums for player feedback. In this paper, we will clarify the impact of using feedback systems in educational games on the players. This study greatly contributes to the progress of learning conducted through educational games.