The Indonesian Journal of Computer Science
Vol. 12 No. 1 (2023): The Indonesian Journal of Computer Science

Motivation to Use Gamification Elements in E-Learning for Formal and Non-Formal Education

Afirando, Rio (Unknown)
Santoso, Harry Budi (Unknown)
Junus, Kasiyah (Unknown)
Putra, Panca O. Hadi (Unknown)
Lawanto, Oenardi (Unknown)



Article Info

Publish Date
28 Feb 2023

Abstract

The implementation of gamification in e-learning is not new, both within the context of formal and informal. Formal education is a learning activity organized by both public and private parties that refers to the official education system of a country. Meanwhile, informal education is another learning activity that does not refer to the official education system of a country. Not only visually appealing, but gamification elements also have a certain motivation and emotional value for the user. This study seeks to compare the use of gamification elements and their motivation between formal and nonformal education. The method used was a Systematic Literature Review using the Kitchenham method. From the selected databases, 65 articles were obtained that had implemented gamification in e-learning. The gamification elements were grouped by motivation and emotion based on the Octalysis framework. The results showed that ownership and possession were the most prominent motivations for implementing gamification.

Copyrights © 2023






Journal Info

Abbrev

ijcs

Publisher

Subject

Computer Science & IT Electrical & Electronics Engineering Engineering

Description

The Indonesian Journal of Computer Science (IJCS) is a bimonthly peer-reviewed journal published by AI Society and STMIK Indonesia. IJCS editions will be published at the end of February, April, June, August, October and December. The scope of IJCS includes general computer science, information ...