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A Conceptual Framework for Gamified Learning Management System for LINUS Students
Author(s) -
Syadiah Nor Wan Shamsuddin,
Muhammad Faisal Selman,
Ismahafezi Ismail,
Maizan Mat Amin,
Norkhairani Abdul Rawi
Publication year - 2018
Publication title -
indonesian journal of electrical engineering and computer science
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.241
H-Index - 17
eISSN - 2502-4760
pISSN - 2502-4752
DOI - 10.11591/ijeecs.v12.i3.pp1380-1385
Subject(s) - construct (python library) , variety (cybernetics) , reading (process) , computer science , mathematics education , learning theory , process (computing) , educational technology , multimedia , psychology , human–computer interaction , artificial intelligence , political science , law , programming language , operating system
Gamification is a term that refers to the use of game elements in non-game contexts. Gamification in education is emerging as an effective tool to motivate and engage learners in a variety of tasks. LINUS program is intended to ensure that all students from standard one are able to master the basics of reading, writing and counting at the end of standard three. Gamification will help as a learning tool to assist with the learning process for those who have difficulty in learning, unlike normal students. Therefore, the aim of this paper is to propose a framework of Gamified Learning Management System for Linus students. This framework consists of mechanisms of gamification elements, multimedia elements and learning theory that construct gamified learning management system.

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