Gamifikasi dalam Pembelajaran Akuntansi untuk Pemuda: Solusi Inovatif atau Sekadar Hiburan?
Abstract
Keywords
Full Text:
PDFReferences
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011).From game design elements to gamefulness: Defining “gamification.” Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9–15. https://doi.org/10.1145/2181037.2181040
Hamari, J., Koivisto, J., & Sarsa, H. (2014).Does gamification work? – A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences (HICSS), 3025–3034. https://doi.org/10.1109/HICSS.2014.377
McDowall, T., & Jackling, B. (2010).Attitudes towards the accounting profession: An Australian perspective. Asian Review of Accounting, 18(1), 30–49. https://doi.org/10.1108/13217341011045999
Prensky, M. (2001).Digital game-based learning. McGraw-Hill.
Ryan, R. M., & Deci, E. L. (2000).Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. https://doi.org/10.1037/0003-066X.55.1.68
Subhash, S., & Cudney, E. A. (2018).Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192–206. https://doi.org/10.1016/j.chb.2018.05.028
Tan, Y. Y., & Ong, D. L. T. (2019).Student engagement through gamification: Effects on motivation and academic performance. International Journal of Education and Development using ICT, 15(1), 42–60.
Vygotsky, L. S. (1978).Mind in society: The development of higher psychological processes. Harvard University Press.
DOI: https://doi.org/10.36600/rma.v16i1.448
Refbacks
- There are currently no refbacks.