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Keyword: Gamification
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Open AccessArticle
9 Pages, 1,052 KB Download PDF

The Gamification Design for Affordances Pedagogy

Advances in Science, Technology and Engineering Systems Journal, Volume 6, Issue 4, Page # 138–146, 2021; DOI: 10.25046/aj060416
Abstract:

This study aims to design a gamification affordances pedagogy. Affordances are the ways in which we perceive environments to support the needs of learners in the educational system. The main questions are how gamification elements can influence student engagement to improve their affordances. Affordance behavior is a human behavior that refers to a mindset; an…

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(This article belongs to the SP11 (Special Issue on Innovation in Computing, Engineering Science & Technology 2021) & Section Education (EDU))
Open AccessArticle
7 Pages, 1,341 KB Download PDF

Octalysis Audit to Analyze gamification on Kahoot!

Advances in Science, Technology and Engineering Systems Journal, Volume 6, Issue 1, Page # 457–463, 2021; DOI: 10.25046/aj060149
Abstract:

Since its release in 2013, 4.4 billion people around the world have used Kahoot!. Various topics with multiple languages have been made so that there are at least 200 billion games. A very high number for an educational application. Why Kahoot! So interesting? This study aims to analyze the gamification elements found in Kahoot! as…

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(This article belongs to Section Artificial Intelligence in Computer Science (CAI))
Open AccessArticle
6 Pages, 757 KB Download PDF

User’s Demographic Characteristic on the Evaluation of Gamification Interactive Typing for Primary School Visually Impaired with System Usability Scale

Advances in Science, Technology and Engineering Systems Journal, Volume 5, Issue 5, Page # 876–881, 2020; DOI: 10.25046/aj0505107
Abstract:

This paper extends the gamification interactive typing for Primary School Visually Impaired in Indonesia with some development according to previous user’s feedback. This study focuses in to renew the application and evaluate the updated application for visually impaired children developed by utility Unity software. Besides, standards of good gamification are worthy of study and can…

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(This article belongs to Section Software Engineering in Computer Science (CSE))
Open AccessArticle
11 Pages, 1,316 KB Download PDF

The Effectiveness of Personality-Based Gamification Model for Foreign Vocabulary Online Learning

Advances in Science, Technology and Engineering Systems Journal, Volume 5, Issue 2, Page # 261–271, 2020; DOI: 10.25046/aj050234
Abstract:

Currently, there is a growing interest for applying gamification in e-learning due to innovations in technologies and pedagogies. However, motivation and engagement related problems can arise when the gamification elements are not personalized to match the individual’s needs. Therefore, this research proposes a Hybrid Learning Model that combines both Gamification and Personality Traits to increase…

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(This article belongs to Section Imaging Science & Photographic Technology (IPT))
Open AccessArticle
10 Pages, 3,947 KB Download PDF

Bridging Culture and Care: A Mobile App for Diabetes Self-Care Honoring Native American Cultural Practices

Advances in Science, Technology and Engineering Systems Journal, Volume 9, Issue 1, Page # 104–113, 2024; DOI: 10.25046/aj090110
Abstract:

Diabetes presents a significant public health issue for Native Americans, exacerbated by cultural nuances often ignored by conventional healthcare. To address this, we introduce a mobile app designed with the cultural context of Native American populations in mind. The app’s development followed participatory design principles, with direct input from Native American stakeholders through focus groups…

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(This article belongs to the SP15 (Special Issue on Innovation in Computing, Engineering Science & Technology 2023) & Section Nutrition & Dietetics (NDB))
Open AccessArticle
7 Pages, 6,792 KB Download PDF

The Graded Multidisciplinary Model: Fostering Instructional Design for Activity Development in STEM/STEAM Education

Advances in Science, Technology and Engineering Systems Journal, Volume 8, Issue 5, Page # 55–61, 2023; DOI: 10.25046/aj080506
Abstract:

In a challenging and increasingly technological world, it is important to promote critical thinking, multidisciplinary problem solving, and collaboration through STEAM education; however, there are important economic, administrative, and especially pedagogical manage- ment limitations for its implementation at the secondary level. Therefore, this paper presents systematic recommendations for an effective and sustainable implementation of STEAM…

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(This article belongs to the SP15 (Special Issue on Innovation in Computing, Engineering Science & Technology 2023) & Section Interdisciplinary Applications of Computer Science (CSI))
Open AccessArticle
7 Pages, 1,318 KB Download PDF

Effectiveness of Gamified Instructional Media to Improve Critical and Creative Thinking Skills in Science Class

Advances in Science, Technology and Engineering Systems Journal, Volume 7, Issue 3, Page # 44–50, 2022; DOI: 10.25046/aj070305
Abstract:

Gamified Instructional Media has recently been widely used in the education sector to improve students’ abilities. Using Gamified Instructional Media at the elementary school level becomes more interesting because it is in accordance with the way children learn K1-K6. The research aims to identify the gamified instructional using Genially to improve students’ critical and creative…

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(This article belongs to the SP12 (Special Issue on Multidisciplinary Sciences and Engineering 2021-22) & Section Education (EDU))
Open AccessArticle
6 Pages, 1,728 KB Download PDF

Opinion and Effectiveness of Kahoot! use in Online Distance Learning in Crop Production at Higher Education Level: A Case of Study

Advances in Science, Technology and Engineering Systems Journal, Volume 7, Issue 1, Page # 8–13, 2022; DOI: 10.25046/aj070102
Abstract:

Kahoot is one of the most popular learning platforms, with over 2.5 billion players per year worldwide, used mainly for knowledge review through gamification. However, students´ opinion and its effectiveness in online distance learning as well as in another language teaching has been little studied. With these aims, this study was carried out in the…

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(This article belongs to Section Education (EDU))
Open AccessArticle
6 Pages, 974 KB Download PDF

Discover DaVinci: Blockchain, Art and New Ways of Digital Learning

Advances in Science, Technology and Engineering Systems Journal, Volume 6, Issue 5, Page # 273–278, 2021; DOI: 10.25046/aj060530
Abstract:

Discover DaVinci is a novel augmented reality system that incorporates blockchain technology with experiential learning to engage participants in an interactive discovery of Leonardo da Vinci’s oeuvre. The software was created by Marko Suvajdzic, first author of this paper, and it was produced at the University of Florida Digital Worlds Institute. In the true spirit…

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(This article belongs to the SP11 (Special Issue on Innovation in Computing, Engineering Science & Technology 2021) & Section Interdisciplinary Applications of Computer Science (CSI))
Open AccessArticle
9 Pages, 517 KB Download PDF

The Impact of eLearning as a Knowledge Management Tool in Organizational Performance

Advances in Science, Technology and Engineering Systems Journal, Volume 6, Issue 1, Page # 928–936, 2021; DOI: 10.25046/aj0601102
Abstract:

This paper aims to understand the impact of eLearning capabilities on organizational performance. It also addresses the obstacles of organizational learning using eLearning methods and highlighting some emerging trends and technologies that will impact the eLearning experience in organizations. It examines a brief history of knowledge management and how it is related to learning, organizational…

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(This article belongs to the isaect-20 (Special Issue on Advanced Electrical and Communication Technologies 2020) & Section Interdisciplinary Applications of Computer Science (CSI))
Open AccessArticle
5 Pages, 677 KB Download PDF

The Effect of User Experience from Teksologi

Advances in Science, Technology and Engineering Systems Journal, Volume 5, Issue 5, Page # 847–851, 2020; DOI: 10.25046/aj0505103
Abstract:

A meaningful User Experience can indicate successful of the application, so it is important to provide positive experience which aims to maximize the usability of an application. The purpose of this current study is to evaluate the user experience of an application called Teksologi: Gamification interactive typing for visually impaired children in Indonesia. User Experience…

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(This article belongs to Section Theory & Methods in Computer Science (CTM))
Open AccessArticle
12 Pages, 1,207 KB Download PDF

Innovative Solution for Parking-Sharing of Private Institutions Using Various Occupancy Tracking Methods

Advances in Science, Technology and Engineering Systems Journal, Volume 5, Issue 5, Page # 808–819, 2020; DOI: 10.25046/aj050598
Abstract:

This work presents an innovative solution for parking-sharing of private institutions based on daily occupancy patterns and using different real time tracking methods of vacant parking slots. The research objective consists in finding the most accurate cars detection method, for determining of vacant parking slots and updating them on application web page. Beside the technical…

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(This article belongs to the SP9 (Special Issue on Multidisciplinary Innovation in Engineering Science & Technology 2020) & Section Interdisciplinary Applications of Computer Science (CSI))
Open AccessArticle
10 Pages, 1,240 KB Download PDF

CISELexia: Computer-Based Method for Improving Self-Awareness in Children with Dyslexia

Advances in Science, Technology and Engineering Systems Journal, Volume 4, Issue 5, Page # 258–267, 2019; DOI: 10.25046/aj040532
Abstract:

Dyslexia has a lack of ability which causes other disturbances to social-emotional development. Based on an interview with the Chair of the Indonesian Dyslexia Association, increasing self-awareness is one form of dyslexia therapy to reduce that problem. Therefore there is a need for increasing self-awareness to solve that problem, whereas such technology the closest has…

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(This article belongs to Section Interdisciplinary Applications of Computer Science (CSI))
Open AccessArticle
9 Pages, 610 KB Download PDF

Providing Underlying Process Mining in Gamified Applications – An Intelligent Knowledge Tool for Analyzing Game Player’s Actions

Advances in Science, Technology and Engineering Systems Journal, Volume 4, Issue 4, Page # 212–220, 2019; DOI: 10.25046/aj040426
Abstract:

This work deals with the issue of understanding a user’s behaviour as this is expressed via a gamified application. The notion of ontologies and the association of concepts in relevance to decisions that have to be made is used. The current work introduces a new process-based approach, based on collected large log files and associations…

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(This article belongs to the SP7 (Special Issue on Advancement in Engineering and Computer Science 2019) & Section Artificial Intelligence in Computer Science (CAI))

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