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Gamification framework model, based on social engagement in e-learning 2.0
Wongso O.a, Rosmansyah Y.a, Bandung Y.a
a School of Electrical Engineering and Informatics, Bandung Institute of Technology, 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]© 2014 IEEE.E-learning has been used to help students in learning. But nowadays the problem in e-learning is the student’s motivation and engagement. A study about engagement in e-learning said, students who rarely use e-learning get worse score than their friends who often use e-learning. A lot of methods have been used to motivate and improve student’s engagement in using e-learning. One of the methods is by using social engagement in Web 2.0 technology, where students can be interactive with each other and participate in making lecture material. This function implemented in e-learning is called e-learning 2.0. The other method is by implementing game mechanism and elements in non-game applications like e-learning, called gamification. This paper explores related works on e-learning 2.0, gamification model, and then making a conceptual framework design, based on social engagement in Web 2.0 technology and gamification using Design Science Research Model as methodology. Using this framework design can be a guideline to people who want to implement gamification and Web 2.0 technology in e-learning system.[/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]Conceptual frameworks,Design-science researches,E-learning 2.0,Framework designs,Gamification,Motivation and engagements,Social engagement,Web 2.0 Technologies[/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]E-Learning,E-Learning 2.0,framework design,gamification,social engagement[/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/TIME-E.2014.7011583[/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]