Gamification of Learning: Can Games Motivate Me to Learn History?
Keywords:gamification of learning, historical games, personal motivation
This article presented empirical finding of the effect of gamification for learning. Evidence in the findings of the empirical study that explores two education games that were developed earlier with a total of 64 participants was presented. The first game was a computer game with historical themes of Ken Arok and Ken Dedes of Singhasari Kingdom. The second game was an Android-based mobile game with Historicity of the Bible themes of Moses. Prior research showed that more than 50 percent of junior and senior high school students in Jakarta demonstrated their apathy to several subjects in their school. They also disclosed that they were having difficulty in following their class in particular with a difficult subject such as History subject. With the popularity of games, the gamification of learning was investigatd to enhance the interest of the students to master a particular subject. The results show that there is a statistical significance increase of the students score and interest in history subject in a group that was using the games to help them in the subject compared to a group that reading books about the particular subject alone 0.001. Furthermore, the participants also reported that playing games was helping them to remember difficult names and event timeline in the historical events
Bowser, A., Hansen, D., He, Y., Boston, C., Reid, M., Gunnell, L., & Preece, J. (2013). Using gamification to inspire new citizen science volunteers. Proceedings of the First International Conference on Gameful Design, Research, and Applications, 18-25. doi: 10.1145/2583008.2583011
Chowanda, A., Prabowo, B. H., Iglesias, G., & Diansari, M. (2014). TAP FOR BATTLE: Perancangan Casual Game pada Smartphone Android. ComTech, 5(2), 581-592.
Eksan, S. E. (2014). Analisis Kesulitan Siswa dalam Menyelesaikan Soal Matematika pada Materi Himpunan (Doctoral dissertation). Available from Repository of Universitas Negeri Gorontalo.
Ernest, A. (2013). Fundamentals of Game Design. Normandy: New Riders.
Graafland, M., Schraagen, J. M., & Schijven, M. P. (2012). Systematic review of serious games for medical education and surgical skills training. British Journal of Surgery Society, 99(10), 1322-1330. doi: 10.1002/bjs.8819
Hidayati, F. (2010). Kajian Kesulitan Belajar Siswa Kelas VII SMP Negeri 16 Yogyakarta dalam Mempelajari Aljabar (Undergraduate Thesis). Available from Repository of Universitas Negeri Yogyakarta.
Huotari, K., & Hamari, J. (2011). “Gamification” from the perspective of service marketing. Proceedings of CHI 2011 Workshop.
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. San Fransisco: Pfeiffer.
Newzoo. (2016). Global Games Market Revenues 2016. Retrieved June 01, 2016, from https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/
Rampoldi-Hnilo, L., & Snyder, M. (2013). The Business Love Triangle-Smartphones, Gamification, and Social Collaboration. In Human-Computer Interaction. Lecture Notes in Computer Science, 8005, 309-315. doi: 10.1007/978-3-642-39262-7_35
Schell, J. (2014). The Art of Game Design: A book of lenses. Pittsburgh: CRC Press.
Wattanasoontorn, V., Boada, I., García, R., & Sbert, M. (2013). Serious games for health. Entertainment Computing, 4(4), 231-247.
Authors who publish with this journal agree to the following terms:
a. Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License - Share Alike that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
b. Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
c. Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work.
All articles published Open Access will be immediately and permanently free for everyone to read and download. We are continuously working with our author communities to select the best choice of license options, currently being defined for this journal as follows: