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Persuasive Technology to

Motivate Self-Learning
Through Gamification
INTRODUCTION

 Information and communication technology (ICT) is currently growing rapidly


 IT-based self-learning concept is important
 Self-learning is the modern form of learning

GAMIFICATION
• Learning will occurs when someone is playing a digital game
• Term of gamification coined in 2002, appearance in 2008 in education technology
literature
• Digital game hold learning will benefits to people due to their ability to satisfy the
fundamental psychological needs
• Game has potential to motivate people in self-learning

OBJECTIVE OF GAMIFYING LEARNING


• stimulate the same motivation and engagement that gamers have towards games
in learners toward education
• gamification-based approach may give user more liberty in selecting goals and
relating individual action to social interaction
METHODOLOGY

Prove that the gamification approach may motivate people to adopt on self-learning. By using the game
based learning environment, people can study or learning by themselves without teaching from anyone
else.

 Questionnaires  data can be obtained directly from the questionnaire, a short response time
 5- point Likert-type scale where (1) = strongly disagree and (5) = strongly agree
 Instructional Materials Motivation Survey (IMMS)  measure students' motivational reactions to self-
directed instructional materials
 goal of instruments - find out how motivated students were, or expect to be in self-learning.
1. What are the benefits and the limitation of using game-based approach in learning?

2. What are the perspectives of people and researcher about the use of gamification in self-
learning?

3. Do people experience increased motivation through gaming elements?


 Persuasion
Fogg - “an attempt to shape, reinforce, or change behaviours,
feelings, or thoughts about an issue, object, or action.”

 Persuasive Technology
Dynamic, interdisciplinary field of research that focuses on the
design, development and evaluation of interactive technologies
that use persuasion and social influence techniques to
influence people’s behavior.

 Game Element
Components that make up a game or the elements that are
characteristics to games. It can be classified on various levels
of abstraction. (refer to table 1)

 Gamification
BACKGROUND Ways that can motivate someone in self-learning. We focus on
our vision of implanting persuasive technologies to enhance
the quality and also the efficiency of education in a self-
learning context.

 Self-Learning
Learning proses that someone is learning by her own without a
formal teacher or joining any program but they access learning
process by using some digital devices.
Table 1: Gamestar Mechanic 5
Elements of Game Design

 Each of the mechanics provides a way to implement one or more dynamics in a game
and, similarly, components are tied to one or more of these higher-level elements.

 Contains aspects of game design, game techniques, and game thinking and the list goes
on
LEARNING MOTIVATION

Goehle - educational games serve the primary purpose of being a game, and a secondary
goal of teaching something.

Games have clear goals or objectives – “short-term achievable goals that give a seamless
progression to players by providing frequent rewards that act as external motivators”.

Effective in promoting learning and are more motivational for students than non-gaming
teaching methods. (learning foreign language)

Educational purposes - it is possible to propose goals and to use gaming strategies to make
learning challenging and engaging.
PERSUASIVE TECHNOLOGY IN
EDUCATION

 The first Persuasive Technology (PT) emerged in the1970s, and was being defined as an
interactive computer system used to change human behaviour.
 Technology has previously been applied to aid teaching and to encourage skills
development and learning in various educational settings.
 Persuasive technology has been designed to help with the teaching process and
encourage learning especially self-learning. (software designed to develop a reading
habit)
 This king of technology developed indifferent technological languages. The PTs can be
applied as learning aid instruments, acting directly and/or indirectly in the areas of Social
Assistance, Health, Environment, Research and Development, Education and Advertising
as we had mentioned on above.
Figure 2: Game based learning research

RESULT AND DISCUSSION


Figure 2 show that there were some different between the teacher who teaching with digital games and without digital
games. It proved that the element of gamification contribute to increased engagement and motivation for people,
however these elements cannot stand alone.
GAMIFICATION

BENEFITS LIMITATIONS

 Gamification helps in cognitive  Gamification in self-learning may lead to a


development in teenagers less conductive learning environment
 Gamification aids in accessibility in the  Poorly designed may affect students
classroom unable to learn properly by using the
game-based learning appriopate.
 Gamification is a tool to stimulate
imagination  Required a huge amount of equipment
costs, software costs, and training costs
for instructors
We found that gamification really has impact in motivating people in self-learning. The game-based
learning plays a significant role to be engaging, motivating and a preferred method to learn. it has been
recognized as a tool that effectively increased motivation, engagement, and learning. Based on that facts,
it may be concluded that it is worth people can adopt and uphold self-learning by using game applications.

CONCLUSION
THANK YOU

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