Proceedings of the 7th International Conference on Education and Technology (ICET 2021)

Gamification Strategy for e-Learning Using SMART Model Approach: An Indonesian Case Study

Authors
Diovianto Putra Rakhmadani*, diovianto@ittelkom-pwt.ac.id
Department of Digital Bussiness, Institut Teknologi Telkom Purwokerto, Indonesia
Yudithia Dian Putrayudithia.dianputra.fip@um.ac.id
Department of Elementary and Preschool Education, Universitas Negeri Malang, Malang, Indonesia
Ine Luna Diantiluna@ibmt.ac.id
Department of Management, STIE IBMT, Surabaya, Indonesia
Erif Ahdhiantoerif.ahdhianto.fip@um.ac.id
Department of Elementary and Preschool Education, Universitas Negeri Malang, Indonesia
PramonoPramono.fip@um.ac.id
Department of Elementary and Preschool Education, Universitas Negeri Malang, Malang, Indonesia
Corresponding Author
Diovianto Putra Rakhmadanidiovianto@ittelkom-pwt.ac.id
Available Online 26 November 2021.
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.

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Volume Title
Proceedings of the 7th International Conference on Education and Technology (ICET 2021)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
26 November 2021
ISBN
10.2991/assehr.k.211126.037
ISSN
2352-5398
DOI
10.2991/assehr.k.211126.037How to use a DOI?
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  -