Asia-Pacific Forum on Science Learning and Teaching, Volume 20, Issue 2, Article 6 (Jun., 2021)
Achmad LUTFI, SUYONO & Rusly HIDAYAH
Applying gamification to improve the quality of teaching and learning of Chemistry in high schools: A case study of Indonesia

Previous Contents 


References

Alsawaier, R.S. (2018). The effect of gamification on motivation and engagement. International Journal of Information and Learning Technology, Vol. 35 No. 1, pp. 56-79. https://doi.org/10.1108/IJILT-02-2017-0009

Aşıksoy, G. (2018). The effects of the gamified flipped classroom environment (GFCE) on students' motivation, learning achievements and perception in a physics course. Quality and Quantity, 52(1), 129–145.

Bai, S., Hew, K.F., Huang, B. (2020). Does gamification improve student learning outcome?  vidence from a meta-analysis and synthesis of qualitative data in educational contexts, Educational Research Review, 30, 100322, ISSN 1747-938X.
https://doi.org/10.1016/j.edurev.2020.100322.

Baptista, G., & Oliveira, T. (2019). Gamification and serious games: A literature meta-analysis and integrative model. Computers in Human Behavior, 92, 306–315. https://doi.org/10.1016/j.chb.2018.11.030.

Cadavid, J.n. M., & Corcho, A.s. F. P. (2018). Competitive programming and gamification as strategy to engage students in computer science courses. Revista ESPACIOS, 39(35), 11.

Çakıroğlu, Ü., Başıbüyük, B., Güler, M., Atabay, M., & Yılmaz Memiş, B. (2017). Gamifying an ICT course: Influences on engagement and academic performance. Computers in Human Behavior, 69, 98–107. https://doi.org/10.1016/j.chb.2016.12.018.

Chung Kwan Lo & Khe Foon Hew. (2020). A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement. Interactive Learning Environments, 28(4), 464-481.  DOI: 10.1080/10494820.2018.1541910

Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14(36), https://doi.org/10.1186/s41239-017-0042-5.

Gafni, R., Achituv, D. B., Eidelman, S., & Chatsky, T. (2018). The effects of gamification elements in e-learning platforms. Online Journal of Applied Knowledge Management, 6(2), 37–53.

Huang, B., & Hew, K. F. (2018). Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts. Computers & Education, 125, 254–272. https://doi.org/10.1016/j.compedu.2018.06.018.

Huang, B., Hew, K. F., & Lo, C. K. (2018). Investigating the effects of gamification-enhanced flipped learning on undergraduate students' behavioral and cognitive engagement. Interactive Learning Environments, 1–21. https://doi.org/10.1080/10494820.2018.1495653.

Jagušt, T., Botički, I., & So, H.-J. (2018). Examining competitive, collaborative and adaptive gamification in young learners' math learning. Computers & Education, 125, 444–457.

Lin, D. T. A., Ganapathy, M., & Kaur, M. (2018). Kahoot! It: Gamification in higher education. Pertanika Journal of Social Science and Humanities, 26(1), 565–582.

Lutfi, A., Suyono, Erman, and Hidayah, R. (2019). Edutainment with computer game as a chemistry learning Media. JPP (Jurnal Penelitian Pendidikan Sains), 8(2), Mei 2019. P 1684-1689. https://doi.org/10.26740/jpfa

Papp, T. A. (2017). Gamification effects on motivation and learning: Application to primary and college students. International Journal for Cross-Disciplinary Subjects in Education, 8(3), 3199–3201.

Parra-González, M. E., López Belmonte, J., Segura-Robles, A., & Fuentes Cabrera, A. (2020). Active and Emerging Methodologies for Ubiquitous Education: Potentials of Flipped Learning and Gamification. Sustainability12(2), 602. doi:10.3390/su12020602

Rachels, J. R., & Rockinson-Szapkiw, A. J. (2018). The effects of a mobile gamification app on elementary students' Spanish achievement and self-efficacy. Computer Assisted Language Learning, 31(1), 72–89.
Sánchez-Mena, A., & Martí-Parreño, J. (2017). Drivers and Barriers to Adopting Gamification: Teachers’ Perspectives. The Electronic Journal of e-Learning, 15(5), 434-443.

Sanchez, DR., Langer, M., Kaur, R. (2020). Gamification in the classroom: Examining the impact of gamified quizzes on student learning. Computers & Education, 144, 103666, ISSN 0360-1315, https://doi.org/10.1016/j.compedu.2019.103666.

Tan, M., & Hew, K. F. (2016). Incorporating meaningful gamification in a blended learning research methods class: Examining student learning, engagement, and affective outcomes. Australasian Journal of Educational Technology, 32(5), 19–34.

Toda, A. M., Valle, P. H. D., & Isotani, S. (2017). The dark side of gamification: An overview of negative effects of gamification in education. Paper presented at the higher education for all. Maceió, Brazil: From Challenges To Novel Technology-Enhanced Solutions.

Zainuddin, Z.,  Chu, KH., Shujahat, M., Perera, CJ. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326, ISSN 1747-938X, https://doi.org/10.1016/j.edurev.2020.100326.

 

 


Copyright (C) 2021 EdUHK APFSLT. Volume 20, Issue 2, Article 6 (Jun., 2021). All Rights Reserved.