Indonesian Journal of Electrical Engineering and Computer Science
Vol 12, No 3: December 2018

A Conceptual Framework for Gamified Learning Management System for LINUS Students

Syadiah Nor Wan Shamsuddin (Universiti Sultan Zainal Abidin)
Muhammad Faisal Selman (Universiti Sultan Zainal Abidin)
Ismahafezi Ismail (Universiti Sultan Zainal Abidin)
Maizan Mat Amin (Universiti Sultan Zainal Abidin)
Norkhairani Abdul Rawi (Universiti Sultan Zainal Abidin)



Article Info

Publish Date
01 Dec 2018

Abstract

Gamification is a term that refers to the use of game elements in non-game contexts. Gamification in education is emerging as an effective tool to motivate and engage learners in a variety of tasks. LINUS program is intended to ensure that all students from standard one are able to master the basics of reading, writing and counting at the end of standard three. Gamification will help as a learning tool to assist with the learning process for those who have difficulty in learning, unlike normal students. Therefore, the aim of this paper is to propose a framework of Gamified Learning Management System for Linus students. This framework consists of mechanisms of gamification elements, multimedia elements and learning theory that construct gamified learning management system.

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