Gamification Strategy for e-Learning Using SMART Model Approach: An Indonesian Case Study
- DOI
- 10.2991/assehr.k.211126.037How to use a DOI?
- Keywords
- SMART gamification; e-learning; Covid-19 pandemic
- Abstract
Lately, e-learning is the most used learning method applied worldwide, especially after the Covid-19 pandemic. With the use of e-learning, teaching and learning activities can continue during this pandemic. However, in the world of education, the application of e-learning has several obstacles faced, including boredom, lack of interaction, and a relatively long time in the implementation of learning. These obstacles can be minimized by applying a gamification strategy in e-learning. However, most times, the application of gamification tends to focus on game and reward schemes to ignore the essence of learning itself. A SMART gamification model ensures the usage of gamification strategies in e-learning can be implemented according to the essence of the desired online learning and can increase learning effectiveness to support teaching and learning activities with an e-learning platform.
- Copyright
- © 2021 The Authors. Published by Atlantis Press SARL.
- Open Access
- This is an open access article under the CC BY-NC license.
Cite this article
TY - CONF AU - Diovianto Putra Rakhmadani AU - Yudithia Dian Putra AU - Ine Luna Dianti AU - Erif Ahdhianto AU - Pramono PY - 2021 DA - 2021/11/26 TI - Gamification Strategy for e-Learning Using SMART Model Approach: An Indonesian Case Study BT - Proceedings of the 7th International Conference on Education and Technology (ICET 2021) PB - Atlantis Press SP - 63 EP - 68 SN - 2352-5398 UR - https://doi.org/10.2991/assehr.k.211126.037 DO - 10.2991/assehr.k.211126.037 ID - Rakhmadani2021 ER -