Gamification and Dimension of Student Engagement
Y Purwanti 1*, I Nasrulloh1, K A N Imania1, D Rahadian1 and S H Bariah1

1 Prodi Pendidikan Teknologi Informasi, Institut Pendidikan Indonesia Garut, Jl. Terusan Pahlawan 32, Garut 44151, Jawa Barat Indonesia.

*yuniar[at]institutpendidikan.ac.id


Abstract


Some literature states that educational games can increase student engagement. The research method used in this study is a mixed method that uses quantitative and qualitative. The research involved 29 students of information technology education. The results showed that learning by applying educational games has a real relationship with the cognitive and emotional dimensions. Cognitive engagement obtained shows good priority in terms of using cognitive strategies, control and task relevance. Emotional engagement that invites students affective reactions an interest in learning.

Keywords: Gamification, Students engagement

Topic: Computer Science

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