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.
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28 June 2023
FIRST INTERNATIONAL CONFERENCE ON COMPUTATIONAL SCIENCE & DATA ANALYTICS: Incorporating the 1st South-East Asia Workshop on Computational Physics and Data Analytics (CPDAS 2021)
21–24 November 2021
Kuala Lumpur, Malaysia
Research Article|
June 28 2023
A gamified study application Available to Purchase
B. W. Waweru;
B. W. Waweru
a)
Institute of Computer Science and Digital Innovation, UCSI University
, UCSI Heights, 1, Jalan Menara Gading, Taman Connaught, 56000 Cheras, Kuala Lumpur, Malasyia
a)Corresponding author: [email protected]
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Kasthuri Subaramaniam;
Kasthuri Subaramaniam
b)
Institute of Computer Science and Digital Innovation, UCSI University
, UCSI Heights, 1, Jalan Menara Gading, Taman Connaught, 56000 Cheras, Kuala Lumpur, Malasyia
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Raenu Kolandaisamy
Raenu Kolandaisamy
c)
Institute of Computer Science and Digital Innovation, UCSI University
, UCSI Heights, 1, Jalan Menara Gading, Taman Connaught, 56000 Cheras, Kuala Lumpur, Malasyia
Search for other works by this author on:
B. W. Waweru
a)
Kasthuri Subaramaniam
b)
Raenu Kolandaisamy
c)
Institute of Computer Science and Digital Innovation, UCSI University
, UCSI Heights, 1, Jalan Menara Gading, Taman Connaught, 56000 Cheras, Kuala Lumpur, Malasyia
a)Corresponding author: [email protected]
b)
Electronic Mail: [email protected]
c)
Electronic Mail: [email protected]
AIP Conf. Proc. 2756, 040007 (2023)
Citation
B. W. Waweru, Kasthuri Subaramaniam, Raenu Kolandaisamy; A gamified study application. AIP Conf. Proc. 28 June 2023; 2756 (1): 040007. https://doi.org/10.1063/5.0140965
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