A gamified study application
The goal of this project is to research about gamification and how to gamify studying among students in university. This is by the implementation of simple yet interesting and intriguing games that will aid the students practice on their work and study while having fun. This way the students will be...
Gespeichert in:
Hauptverfasser: | , , |
---|---|
Format: | Tagungsbericht |
Sprache: | eng |
Schlagworte: | |
Online-Zugang: | Volltext |
Tags: |
Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
|
container_end_page | |
---|---|
container_issue | 1 |
container_start_page | |
container_title | |
container_volume | 2756 |
creator | Waweru, B. W. Subaramaniam, Kasthuri Kolandaisamy, Raenu |
description | The goal of this project is to research about gamification and how to gamify studying among students in university. This is by the implementation of simple yet interesting and intriguing games that will aid the students practice on their work and study while having fun. This way the students will be more interested and invested in their work or studies and therefore improve study habits. The main objective of the gamification of schoolwork is to boost intrinsic motivation (internal or “unforced” motivation or passion towards work) since most students work under pressure therefore possess extrinsic motivation (external or “forced” motivation or passion) which may result in stress, depression, anxiety, etc. To further understand this phenomenon, research and literature is done to properly understand the use of gamification and applications gamified software. This way, the benefits and impact of gamification is realized. Qualitative and quantitative analysis is done in the closest university to determine the feasibility of gamification in universities, the potential impact the proposed system will have on the students and the expectations of what the system would do. This is done via survey and interview with minimum respondents of 111 and 15, respectively. Once this data is collected and analyzed, the features of the system are determined based on the user requirements. Rapid application development is used in the development of the system therefore testing is done while developing the system to make sure user requirements are met. To ensure that the system has indeed met user requirements and objectives, a survey is done as final user acceptance. |
doi_str_mv | 10.1063/5.0140965 |
format | Conference Proceeding |
fullrecord | <record><control><sourceid>proquest_scita</sourceid><recordid>TN_cdi_scitation_primary_10_1063_5_0140965</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>2830429378</sourcerecordid><originalsourceid>FETCH-LOGICAL-p168t-9c427825d5d76e59280a680f29c7497c32582afad96ecb6d7e88065559598b253</originalsourceid><addsrcrecordid>eNp9kM1LAzEUxIMouFYP3j0UvAlbXz5ePo6lWBUKXhS8hTTJSkrbjZtdof-91Ra8eZrL783MG0KuKUwoSH6PE6ACjMQTUlFEWitJ5SmpAIyomeDv5-SilBUAM0rpitxMxx9uk5oUw7j0Q9iNXc7r5F2f2u0lOWvcusSro47I2_zhdfZUL14en2fTRZ2p1H1tvGBKMwwYlIxomAYnNTTMeCWM8pyhZq5xwcjolzKoqDVIRDRo9JIhH5Hbg2_u2s8hlt6u2qHb7iMt0xwEM1zpPXV3oIpP_W8_m7u0cd3OfrWdRXv83ObQ_AdTsD9T_R3wb8rMV64</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>conference_proceeding</recordtype><pqid>2830429378</pqid></control><display><type>conference_proceeding</type><title>A gamified study application</title><source>AIP Journals Complete</source><creator>Waweru, B. W. ; Subaramaniam, Kasthuri ; Kolandaisamy, Raenu</creator><contributor>Ratnavelu, Kuru ; Thirupattur, Javid Iqbal ; Yong, Tou Teck ; Zhang, Ruiqin ; Huat, Ong Seng ; Hou, Chin Jia</contributor><creatorcontrib>Waweru, B. W. ; Subaramaniam, Kasthuri ; Kolandaisamy, Raenu ; Ratnavelu, Kuru ; Thirupattur, Javid Iqbal ; Yong, Tou Teck ; Zhang, Ruiqin ; Huat, Ong Seng ; Hou, Chin Jia</creatorcontrib><description>The goal of this project is to research about gamification and how to gamify studying among students in university. This is by the implementation of simple yet interesting and intriguing games that will aid the students practice on their work and study while having fun. This way the students will be more interested and invested in their work or studies and therefore improve study habits. The main objective of the gamification of schoolwork is to boost intrinsic motivation (internal or “unforced” motivation or passion towards work) since most students work under pressure therefore possess extrinsic motivation (external or “forced” motivation or passion) which may result in stress, depression, anxiety, etc. To further understand this phenomenon, research and literature is done to properly understand the use of gamification and applications gamified software. This way, the benefits and impact of gamification is realized. Qualitative and quantitative analysis is done in the closest university to determine the feasibility of gamification in universities, the potential impact the proposed system will have on the students and the expectations of what the system would do. This is done via survey and interview with minimum respondents of 111 and 15, respectively. Once this data is collected and analyzed, the features of the system are determined based on the user requirements. Rapid application development is used in the development of the system therefore testing is done while developing the system to make sure user requirements are met. To ensure that the system has indeed met user requirements and objectives, a survey is done as final user acceptance.</description><identifier>ISSN: 0094-243X</identifier><identifier>EISSN: 1551-7616</identifier><identifier>DOI: 10.1063/5.0140965</identifier><identifier>CODEN: APCPCS</identifier><language>eng</language><publisher>Melville: American Institute of Physics</publisher><subject>Applications programs ; External pressure ; Gamification ; Qualitative analysis ; Rapid application development ; Students ; User requirements</subject><ispartof>AIP conference proceedings, 2023, Vol.2756 (1)</ispartof><rights>Author(s)</rights><rights>2023 Author(s). Published by AIP Publishing.</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://pubs.aip.org/acp/article-lookup/doi/10.1063/5.0140965$$EHTML$$P50$$Gscitation$$H</linktohtml><link.rule.ids>309,310,314,776,780,785,786,790,4498,23909,23910,25118,27901,27902,76126</link.rule.ids></links><search><contributor>Ratnavelu, Kuru</contributor><contributor>Thirupattur, Javid Iqbal</contributor><contributor>Yong, Tou Teck</contributor><contributor>Zhang, Ruiqin</contributor><contributor>Huat, Ong Seng</contributor><contributor>Hou, Chin Jia</contributor><creatorcontrib>Waweru, B. W.</creatorcontrib><creatorcontrib>Subaramaniam, Kasthuri</creatorcontrib><creatorcontrib>Kolandaisamy, Raenu</creatorcontrib><title>A gamified study application</title><title>AIP conference proceedings</title><description>The goal of this project is to research about gamification and how to gamify studying among students in university. This is by the implementation of simple yet interesting and intriguing games that will aid the students practice on their work and study while having fun. This way the students will be more interested and invested in their work or studies and therefore improve study habits. The main objective of the gamification of schoolwork is to boost intrinsic motivation (internal or “unforced” motivation or passion towards work) since most students work under pressure therefore possess extrinsic motivation (external or “forced” motivation or passion) which may result in stress, depression, anxiety, etc. To further understand this phenomenon, research and literature is done to properly understand the use of gamification and applications gamified software. This way, the benefits and impact of gamification is realized. Qualitative and quantitative analysis is done in the closest university to determine the feasibility of gamification in universities, the potential impact the proposed system will have on the students and the expectations of what the system would do. This is done via survey and interview with minimum respondents of 111 and 15, respectively. Once this data is collected and analyzed, the features of the system are determined based on the user requirements. Rapid application development is used in the development of the system therefore testing is done while developing the system to make sure user requirements are met. To ensure that the system has indeed met user requirements and objectives, a survey is done as final user acceptance.</description><subject>Applications programs</subject><subject>External pressure</subject><subject>Gamification</subject><subject>Qualitative analysis</subject><subject>Rapid application development</subject><subject>Students</subject><subject>User requirements</subject><issn>0094-243X</issn><issn>1551-7616</issn><fulltext>true</fulltext><rsrctype>conference_proceeding</rsrctype><creationdate>2023</creationdate><recordtype>conference_proceeding</recordtype><recordid>eNp9kM1LAzEUxIMouFYP3j0UvAlbXz5ePo6lWBUKXhS8hTTJSkrbjZtdof-91Ra8eZrL783MG0KuKUwoSH6PE6ACjMQTUlFEWitJ5SmpAIyomeDv5-SilBUAM0rpitxMxx9uk5oUw7j0Q9iNXc7r5F2f2u0lOWvcusSro47I2_zhdfZUL14en2fTRZ2p1H1tvGBKMwwYlIxomAYnNTTMeCWM8pyhZq5xwcjolzKoqDVIRDRo9JIhH5Hbg2_u2s8hlt6u2qHb7iMt0xwEM1zpPXV3oIpP_W8_m7u0cd3OfrWdRXv83ObQ_AdTsD9T_R3wb8rMV64</recordid><startdate>20230628</startdate><enddate>20230628</enddate><creator>Waweru, B. W.</creator><creator>Subaramaniam, Kasthuri</creator><creator>Kolandaisamy, Raenu</creator><general>American Institute of Physics</general><scope>8FD</scope><scope>H8D</scope><scope>L7M</scope></search><sort><creationdate>20230628</creationdate><title>A gamified study application</title><author>Waweru, B. W. ; Subaramaniam, Kasthuri ; Kolandaisamy, Raenu</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-p168t-9c427825d5d76e59280a680f29c7497c32582afad96ecb6d7e88065559598b253</frbrgroupid><rsrctype>conference_proceedings</rsrctype><prefilter>conference_proceedings</prefilter><language>eng</language><creationdate>2023</creationdate><topic>Applications programs</topic><topic>External pressure</topic><topic>Gamification</topic><topic>Qualitative analysis</topic><topic>Rapid application development</topic><topic>Students</topic><topic>User requirements</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Waweru, B. W.</creatorcontrib><creatorcontrib>Subaramaniam, Kasthuri</creatorcontrib><creatorcontrib>Kolandaisamy, Raenu</creatorcontrib><collection>Technology Research Database</collection><collection>Aerospace Database</collection><collection>Advanced Technologies Database with Aerospace</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Waweru, B. W.</au><au>Subaramaniam, Kasthuri</au><au>Kolandaisamy, Raenu</au><au>Ratnavelu, Kuru</au><au>Thirupattur, Javid Iqbal</au><au>Yong, Tou Teck</au><au>Zhang, Ruiqin</au><au>Huat, Ong Seng</au><au>Hou, Chin Jia</au><format>book</format><genre>proceeding</genre><ristype>CONF</ristype><atitle>A gamified study application</atitle><btitle>AIP conference proceedings</btitle><date>2023-06-28</date><risdate>2023</risdate><volume>2756</volume><issue>1</issue><issn>0094-243X</issn><eissn>1551-7616</eissn><coden>APCPCS</coden><abstract>The goal of this project is to research about gamification and how to gamify studying among students in university. This is by the implementation of simple yet interesting and intriguing games that will aid the students practice on their work and study while having fun. This way the students will be more interested and invested in their work or studies and therefore improve study habits. The main objective of the gamification of schoolwork is to boost intrinsic motivation (internal or “unforced” motivation or passion towards work) since most students work under pressure therefore possess extrinsic motivation (external or “forced” motivation or passion) which may result in stress, depression, anxiety, etc. To further understand this phenomenon, research and literature is done to properly understand the use of gamification and applications gamified software. This way, the benefits and impact of gamification is realized. Qualitative and quantitative analysis is done in the closest university to determine the feasibility of gamification in universities, the potential impact the proposed system will have on the students and the expectations of what the system would do. This is done via survey and interview with minimum respondents of 111 and 15, respectively. Once this data is collected and analyzed, the features of the system are determined based on the user requirements. Rapid application development is used in the development of the system therefore testing is done while developing the system to make sure user requirements are met. To ensure that the system has indeed met user requirements and objectives, a survey is done as final user acceptance.</abstract><cop>Melville</cop><pub>American Institute of Physics</pub><doi>10.1063/5.0140965</doi><tpages>10</tpages></addata></record> |
fulltext | fulltext |
identifier | ISSN: 0094-243X |
ispartof | AIP conference proceedings, 2023, Vol.2756 (1) |
issn | 0094-243X 1551-7616 |
language | eng |
recordid | cdi_scitation_primary_10_1063_5_0140965 |
source | AIP Journals Complete |
subjects | Applications programs External pressure Gamification Qualitative analysis Rapid application development Students User requirements |
title | A gamified study application |
url | https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-02-10T20%3A26%3A03IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_scita&rft_val_fmt=info:ofi/fmt:kev:mtx:book&rft.genre=proceeding&rft.atitle=A%20gamified%20study%20application&rft.btitle=AIP%20conference%20proceedings&rft.au=Waweru,%20B.%20W.&rft.date=2023-06-28&rft.volume=2756&rft.issue=1&rft.issn=0094-243X&rft.eissn=1551-7616&rft.coden=APCPCS&rft_id=info:doi/10.1063/5.0140965&rft_dat=%3Cproquest_scita%3E2830429378%3C/proquest_scita%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=2830429378&rft_id=info:pmid/&rfr_iscdi=true |