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Jurnal Institusi
Does Gamification Play a Role in Enhancing English Learning for Young Learners?
Lectura : Jurnal Pendidikan; Vol. 15 No. 2 (2024): Lectura: Jurnal Pendidikan; 351-364
Proficiency in English is a fundamental prerequisite for accessing significant information within the international context. The present study aims to explore teachers’ and students’ experiences and views on the role of gamification in English le...
Jurnal Institusi
Engage, Play, Learn: A Systematic Literature Review on the Impact of Gamification on Young Learners’ English Skills
Utamax : Journal of Ultimate Research and Trends in Education; Vol. 6 No. 3 (2024): Utamax : Journal of Ultimate Research and Trends in Education; 232-243
This systematic literature review investigates the impact of gamification on young learners’ English language skill acquisition, addressing a research gap in understanding its specific contributions to engagement, motivation, and academic outcomes....
Jurnal Institusi
Gamification in English Learning: Building Students’ Motivation and Creativity
Lectura : Jurnal Pendidikan; Vol. 16 No. 2 (2025): Lectura: Jurnal Pendidikan; 588-601
This study investigates the effectiveness of gamification in English language learning, focusing on its impact on students’ motivation and creativity. In the digital age, educators are increasingly integrating game elements into instructional desig...
Jurnal Institusi
Optimizing Learning Evaluation through Gamification-Based Computer-Based Testing (CBT) to Enhance Students’ Motivation and Learning Readiness
J-COSCIS : Journal of Computer Science Community Service; Vol. 6 No. 1 (2026): J-COSCIS : Journal of Computer Science Community Service; 141-153
Digital transformation in educational assessment has become a strategic necessity, yet its implementation is often constrained by operational and pedagogical challenges. At Madrasah Aliyah Negeri (MAN) 4 Pekanbaru paper-based evaluations were chara...
Jurnal Institusi
Gamification in EFL Classroom: Results of Implementation and Teachers’ Point of View
Utamax : Journal of Ultimate Research and Trends in Education; Vol. 6 No. 1 (2024): Utamax : Journal of Ultimate Research and Trends in Education; 1-11
The present study aimed to investigate the implementation of gamification on students' English proficiency and to assess teachers' reactions to its integration into the EFL classroom. This research employed a mixed-methods approach, utilizi...
Jurnal Institusi
Leveraging MALL in Higher Education: A Study on Duolingo's Efficacy in Enhancing Language Learning Motivation
Elsya : Journal of English Language Studies; Vol. 6 No. 3 (2024): Elsya : Journal of English Language Studies ; 231-243
This study explores the effectiveness of Duolingo, a Mobile-Assisted Language Learning (MALL) application, in enhancing English learning motivation among students from the accounting and management study programs. Non-English major students often fac...
Jurnal Institusi
APLIKASI BANK SAMPAH DENGAN GAMIFIKASI BERBASIS WEB DI KOTA MAKASSAR
ZONAsi: Jurnal Sistem Informasi; Vol. 7 No. 3 (2025): Publikasi artikel ZONAsi: Jurnal Sistem Informasi Periode September 2025; 1092 - 1102
Volume sampah perkotaan yang terus meningkat di Kota Makassar menuntut solusi pengelolaan yang inovatif dan berkelanjutan, di mana bank sampah menjadi inisiatif kunci yang efektif jika didukung partisipasi masyarakat optimal. Namun, tantangan motivas...
Jurnal Institusi
PENGARUH GAMIFIKASI SHOPEE TERHADAP KETERLIBATAN EMOSIONAL DAN DORONGAN BELANJA PENGGUNA
ZONAsi: Jurnal Sistem Informasi; Vol. 8 No. 1 (2026): Publikasi artikel ZONAsi: Jurnal Sistem Informasi Periode Januari 2026; 383 393
Penelitian ini dilakukan untuk menganalisis pengaruh elemen gamifikasi pada aplikasi Shopee terhadap keterlibatan emosional pengguna serta dorongan belanja. Penelitian ini dilatarbelakangi oleh kekhawatiran bahwa penggunaan fitur permainan secara b...
Jurnal Institusi
Increasing Knowledge and Behavior in Selecting Healthy Food and Drinks among School Children Through the Thematic Gamification Program "Monopoly on Healthy Snacks": Meningkatkan Pengetahuan dan Perilaku Pemilihan Makanan dan Minuman Sehat pada Agregat Anak Sekolah Melalui Program Gamifikasi Tematik “Monopoli Jajanan Sehat”
Dinamisia : Jurnal Pengabdian Kepada Masyarakat; Vol. 8 No. 2 (2024): Dinamisia: Jurnal Pengabdian Kepada Masyarakat; 505-511
A phenomenon in the growth aspect of the child age group is obesity. Obesity is influenced by behavior in choosing food and drinks consumed daily. The preventive efforts that have been carried out so far have focused on lecture methods and media dist...
Jurnal Institusi
Exploring the Barriers and Motivation of Vocational Students in Using the Wordwall Platform for Basic Reading Learning
ELT-Lectura; Vol. 13 No. 1 (2026): ELT-Lectura Studies and Perspective in English Language Teaching; 49-58
This study examines the barriers and motivations of vocational students in using the Wordwall platform for basic reading learning. With the growing role of technology in education, this research focuses on understanding how interactive platforms like...
Jurnal Institusi
Teaching Vocabulary to Grade XI Students through Duolingo Application at Senior High School
Lectura : Jurnal Pendidikan; Vol. 16 No. 2 (2025): Lectura: Jurnal Pendidikan; 406-419
This study focuses on the effectiveness of using the Duolingo application in teaching vocabulary to grade XI. This study used a quasi-experimental design with two classes: experimental and control. The experimental class received treatment using Duol...
Jurnal Institusi
Get Ahead with Quizizz Paper Mode: Improving Reading Comprehension of EFL Students
Elsya : Journal of English Language Studies; Vol. 7 No. 1 (2025): Elsya : Journal of English Language Studies ; 23-36
This study explores the impact of Quizizz’s Paper Mode on the reading comprehension of English as a Foreign Language (EFL) students, addressing a gap in the literature regarding this relatively new feature. Despite the widespread use of Quizizz in ...
Jurnal Institusi
The Gamifying Teaching Elementary English: Word Search Game to Reach Vocabulary Mastery:
Utamax : Journal of Ultimate Research and Trends in Education; Vol. 2 No. 2 (2020): Utamax : Journal of Ultimate Research and Trends in Education; 57-65
The purpose of the research is to find out whether there is any significant effect of the word search game compared to the board game towards the students’ vocabulary mastery at the fourth grade SD Swasta Karya Tani Kandis. The design used in this ...
PubMed
The Model of Gamification Principles for Digital Health Interventions: Evaluation of Validity and Potential Utility
J Med Internet Res
BACKGROUND: Although gamification continues to be a popular approach to increase engagement, motivation, and adherence to behavioral interventions, empirical studies have rarely focused on this topic. There is a need to empirically evaluate gamificat...
PubMed
How Does Gamification Improve Purchase Intention? Through the Lens of Perceived Brand Coolness and Time Poverty
Behav Sci (Basel)
Gamification has been extensively employed in marketing practices to meet the diverse needs of consumers. Previous research suggests that gamification marketing plays a pivotal role in influencing customer purchase intention. However, the precise mec...
PubMed
Just a Fad? Gamification in Health and Fitness Apps
JMIR Serious Games
BACKGROUND: Gamification has been a predominant focus of the health app industry in recent years. However, to our knowledge, there has yet to be a review of gamification elements in relation to health behavior constructs, or insight into the true pro...
PubMed
A systematic mapping study on gamification within information security awareness programs
Heliyon
Information security awareness (ISA) has become a vital issue for organizations, as security breaches are usually attributed to human errors. ISP programs are effective ways to educate employees and enhance their information security knowledge. Gamif...
PubMed
Gamification in medical education: identifying and prioritizing key elements through Delphi method
Med Educ Online
BACKGROUND: Gamification has gained popularity in medical education, but key elements have not been formally identified. This study aimed to generate and prioritize a list of key elements of gamification in medical education. METHODS: This study util...
PubMed
Gamification in EFL/ESL instruction: A systematic review of empirical research
Front Psychol
INTRODUCTION: This systematic review aims to present the characteristics of the recent research in gamified EFL/ESL instruction, benefits and drawbacks of using gamification in EFL/ESL instruction, and gamification elements. METHODS: The researchers ...
PubMed
Perspectives of Australian healthcare professionals towards gamification in practice
Nutr Diet
AIM: Gamification may be an effective tool in motivating sustained behaviour change. This study aimed to explore perspectives of Australian‐based healthcare professionals, including dietitians, towards gamification in their practice when assisting ...