
Factors Influencing the Implementation of Gamification for Learning in Information Systems Education
Author(s) -
Natalia Limantara,
Meyliana Meyliana,
Ford Lumban Gaol,
Harjanto Prabowo
Publication year - 2022
Publication title -
international journal of emerging technologies in learning/international journal: emerging technologies in learning
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.454
H-Index - 24
eISSN - 1868-8799
pISSN - 1863-0383
DOI - 10.3991/ijet.v17i08.29777
Subject(s) - perspective (graphical) , field (mathematics) , context (archaeology) , knowledge management , computer science , information system , higher education , information technology , psychology , engineering , artificial intelligence , biology , operating system , paleontology , mathematics , law , political science , pure mathematics , electrical engineering
Current technological advancements urge institutions to generate graduates capable of contributing to the industrial world. Information Systems is one of the scientific subjects whose graduates play a significant part in the advancement of modern technology. As a result, lecturers in Information Systems education, particularly at the undergraduate level, must be able to retain and even improve students' interest in studying this field. Gamification is one method that can be used to accomplish this purpose. The goal of this study is to identify factors that determine the successful implementation of gamification for learning, particularly in the context of Information Systems Education at the undergraduate level. This study's methodology is based on a systematic literature review technique from previous studies. Motivation, engagement, perceived utility, game design, and student perspective were identified as elements influencing the effective use of gamification for learning, particularly in the field of Information Systems education.