Page 125 - JURNAL PENYELIDIKAN AKADEMIK IPGM 2021
P. 125
JURNAL PENYELIDIKAN AKADEMIK IPGM
JILID 6/2021
Aljraiwi, S. (2019). Effectiveness of gamification of web-based learning in improving
academic achievement and creative thinking among primary school students.
International Journal of Education and Practice.
https://doi.org/10.18488/journal.61.2019.73.242.257.
Cheng, V. W. S., Davenport, T., Johnson, D., Vella, K., & Hickie, I. B. (2019).
Gamification in Apps and Technologies for Improving Mental Health and Well-
Being: Systematic Review. JMIR Mental Health. https://doi.org/10.2196/13717.
Csikszentmihalyi, M. 1997. Finding Flow: The Psychology of Engagement with
Everyday Life. MasterMinds.
Dias, L. P. S., Barbosa, J. L. V., & Vianna, H. D. (2018). Gamification and serious
games in depression care: A systematic mapping study. In Telematics and
Informatics. https://doi.org/10.1016/j.tele.2017.11.002.
Gatautis, R., Vitkauskaite, E., Gadeikiene, A., & Piligrimiene, Z. (2016). Gamification
as a mean of driving online consumer behaviour: Sor model perspective.
Engineering Economics. https://doi.org/10.5755/j01.ee.27.1.13198.
Hernández-Fernández, A., Olmedo-Torre, N., & Peña, M. (2020). Is classroom
gamification opposed to performance? Sustainability (Switzerland).
https://doi.org/10.3390/su12239958.
Karmanova, E. V., Starkov, A. N., & Vikulina, V. V. (2019). The possibilities of
applying gamification technology in the implementation of e-learning at the
university. Perspektivy Nauki i Obrazovania.
https://doi.org/10.32744/pse.2019.4.35.
Marisa, F., Akhriza, T. M., Maukar, A. L., Wardhani, A. R., Iriananda, S. W., &
Andarwati, M. (2020). Gamifikasi (Gamification) Konsep dan Penerapan.
JOINTECS (Journal of Information Technology and Computer Science).
https://doi.org/10.31328/jointecs.v5i3.1490.
Merkuryev, V. V., Khlopkova, O. V., & Klementev, A. S. (2020). Counteracting the use
of gamification technology for terrorist and extremist purposes. Russian Journal of
Criminology. https://doi.org/10.17150/2500-4255.2020.14(1).87-95.
Oktaviati, R., & Jaharadak, A. A. (2018). The impact of using gamification in learning
computer science for students in university. International Journal of Engineering
and Technology(UAE). https://doi.org/10.14419/ijet.v7i4.11.20786.
Panagiotarou, A., Stamatiou, Y. C., Pierrakeas, C., & Kameas, A. (2020). Gamification
acceptance for learners with different E-skills. International Journal of Learning,
Teaching and Educational Research. https://doi.org/10.26803/IJLTER.19.2.16.
Pradana, F., Bachtiar, F. A., & Priyambadha, B. (2019). Penilaian Penerimaan Teknologi
E-Learning Pemrograman berbasis Gamification dengan Metode Technology
Acceptance Model (TAM). Jurnal Teknologi Informasi Dan Ilmu Komputer.
https://doi.org/10.25126/jtiik.2019621288.
Reis, A. C. B., Júnior, E. S., Gewehr, B. B., & Torres, M. H. (2020). Prospects for using
gamification in industry 4.0. Production. https://doi.org/10.1590/0103-
6513.20190094.
Riaz, A., & Awais, M. T. (2021). Gamification” of teaching science, technology,
engineering and mathematics (STEM): Conceptual cartography. Advances in
Social Sciences Research Journal. https://doi.org/10.14738/assrj.712.9585.
120

