[vc_empty_space][vc_empty_space]
Problem Based Learning Using Gamification: A Systematic Literature Review
Romano Daba J.B.a, Rosmansyah Y.a, Dabarsyah B.a
a School of Electrical Engineering and Informatics, Institut Teknologi Bandung, Bandung, Indonesia
[vc_row][vc_column][vc_row_inner][vc_column_inner][vc_separator css=”.vc_custom_1624529070653{padding-top: 30px !important;padding-bottom: 30px !important;}”][/vc_column_inner][/vc_row_inner][vc_row_inner layout=”boxed”][vc_column_inner width=”3/4″ css=”.vc_custom_1624695412187{border-right-width: 1px !important;border-right-color: #dddddd !important;border-right-style: solid !important;border-radius: 1px !important;}”][vc_empty_space][megatron_heading title=”Abstract” size=”size-sm” text_align=”text-left”][vc_column_text]© 2019 IEEE.Information technology applications have been carried out as learning objectives to improve the quality of education in schools and universities. From year to another year, new problems will arise which are related to learning methods for students. Learning systems with traditional methods carried out by the instructors are felt to be not too effective to increase learning motivation from students. This can affect understanding, increasing knowledge and values of some students. Active learning methods have now begun to be designed and carried out to replace traditional learning methods. Students are expected to actively participate in learning by being supervised by the instructor. One active learning is problem-based learning. Problem-based learning uses problems as a context for students to think critically and problem solving skills. In the problem-based learning method can be included elements of the game so that students are invited to learn while playing. The game can foster students’ interest and pleasure in learning. The study was conducted in a literature study on previous research articles that had been published from 2014 to 2019. Previous research articles were obtained from several journal databases e.g. Science Direct, IEEE Xplore, Springer Link, ACM Digital Library, and Scopus. Objective of this study is to find affordances, technology and learning outcomes of PBL using gamification.[/vc_column_text][vc_empty_space][vc_separator css=”.vc_custom_1624528584150{padding-top: 25px !important;padding-bottom: 25px !important;}”][vc_empty_space][megatron_heading title=”Author keywords” size=”size-sm” text_align=”text-left”][vc_column_text]Active learning methods,Game,Information technology application,Problem based learning,Problem solving skills,Quality of education,Systematic literature review,Traditional learning[/vc_column_text][vc_empty_space][vc_separator css=”.vc_custom_1624528584150{padding-top: 25px !important;padding-bottom: 25px !important;}”][vc_empty_space][megatron_heading title=”Indexed keywords” size=”size-sm” text_align=”text-left”][vc_column_text]Game,Gamification,Problem Based Learning,Systematic Literature Review[/vc_column_text][vc_empty_space][vc_separator css=”.vc_custom_1624528584150{padding-top: 25px !important;padding-bottom: 25px !important;}”][vc_empty_space][megatron_heading title=”Funding details” size=”size-sm” text_align=”text-left”][vc_column_text][/vc_column_text][vc_empty_space][vc_separator css=”.vc_custom_1624528584150{padding-top: 25px !important;padding-bottom: 25px !important;}”][vc_empty_space][megatron_heading title=”DOI” size=”size-sm” text_align=”text-left”][vc_column_text]https://doi.org/10.1109/ICIMCIS48181.2019.8985216[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/4″][vc_column_text]Widget Plumx[/vc_column_text][/vc_column_inner][/vc_row_inner][/vc_column][/vc_row][vc_row][vc_column][vc_separator css=”.vc_custom_1624528584150{padding-top: 25px !important;padding-bottom: 25px !important;}”][/vc_column][/vc_row]