Using gamification to support learning English as a second language: a systematic review

H Dehghanzadeh, H Fardanesh, J Hatami… - Computer Assisted …, 2021 - Taylor & Francis
Digital gamification has been argued to be a fun and enjoyable method to support Learning
English as a Second Language (LESL) and to ease the gap between students' learning and …

[PDF][PDF] Gamification for elementary mathematics learning in Indonesia

Y Udjaja, VS Guizot, N Chandra - International Journal of Electrical …, 2018 - academia.edu
The purpose of this research is to combine multimedia elements and mathematics learning
material to a mathematic learning interactive application. Research and design methodology …

Interactive gamification learning media application for blind children using android smartphone in Indonesia

AC Sari, AM Fadillah, J Jonathan… - Procedia Computer …, 2019 - Elsevier
The purpose of this research is to develop an interactive learning media application by using
gamification approach in smartphone, to help the blind children to improve interest and …

[PDF][PDF] The benefits of gamification in the English learning context

EF Rahmani - IJEE (Indonesian Journal of English …, 2020 - pdfs.semanticscholar.org
This study aims at displaying the results of reviewing research-based articles about
gamification in the context of learning English. The concept of games has changed from a …

UI-UX design using user centred design (UCD) method

G Goel, P Tanwar, S Sharma - 2022 International Conference …, 2022 - ieeexplore.ieee.org
As businesses extend their online offerings, demand for UI-UX and digital services is
increasing. Both in-house teams and agencies will be under pressure to offer services on …

Gamification assisted language learning for Japanese language using expert point cloud recognizer

Y Udjaja - International Journal of Computer Games …, 2018 - Wiley Online Library
Starting from people limitations to understand Japanese, education and social life of those
people in Japan can be hindered. Therefore, a game is needed that allows one to …

A Utilization of Information Technology on Education in Indonesia (2017-2020): A Systematic Literature Review

AW Widodo, I Solikhatun, S Raharja… - Journal of Physics …, 2021 - iopscience.iop.org
This research aims to demonstrate a theoretical review of information technology used on
education in Indonesia in since 2017 to 2020 and review the areas that have been …

[PDF][PDF] Design of English Vocabulary Mobile Apps Using Gamification: An Indonesian Case Study for Kindergarten.

GIW Tamtama, P Suryanto, S Suyoto - Int. J. Eng. Pedagog., 2020 - academia.edu
Abstract—English is important for children because it is an international language that is
always used in various fields, both in the world of work, education, economics, and social …

The effect of UI, UX and GX on video games

DP Kristiadi, Y Udjaja, B Supangat… - … on Cybernetics and …, 2017 - ieeexplore.ieee.org
We are presenting our research about the importance of the User Interface (UI) and the User
Experience (UX) and Gameplay experience (GX) on a video game. In order to find the effect …

Implementing gamification for blind and autistic people with tangible interfaces, extended reality, and universal design for learning: two case studies

LR Ramos Aguiar, FJ Álvarez Rodríguez… - Applied Sciences, 2023 - mdpi.com
Featured Application Two case studies are presented in which gamification is implemented
with tangible user interfaces, extended reality and universal design for the learning of blind …