Gamification in e-learning: The mitigation role in technostress

The digital world demands graduates who are accustomed to deal with technology. Blended learning is one of the strategies by combining online media with face-to-face classes. It cannot be denied that students who interact with technology experience stress and tension. This condition have an impact o...

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Main Authors: Fajri, Faridiah Aghadiati (Author), Haribowo P., RY. Kun (Author), Amalia, Nurisqi (Author), Natasari, Dina (Author)
Format: EJournal Article
Published: Institute of Advanced Engineering and Science, 2021-06-01.
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042 |a dc 
100 1 0 |a Fajri, Faridiah Aghadiati  |e author 
100 1 0 |e contributor 
700 1 0 |a Haribowo P., RY. Kun  |e author 
700 1 0 |a Amalia, Nurisqi  |e author 
700 1 0 |a Natasari, Dina  |e author 
245 0 0 |a Gamification in e-learning: The mitigation role in technostress 
260 |b Institute of Advanced Engineering and Science,   |c 2021-06-01. 
500 |a https://ijere.iaescore.com/index.php/IJERE/article/view/21199 
520 |a The digital world demands graduates who are accustomed to deal with technology. Blended learning is one of the strategies by combining online media with face-to-face classes. It cannot be denied that students who interact with technology experience stress and tension. This condition have an impact on the learning process so that a way out is needed to bring it down. Gamification is a gaming technique that is applied to non-game applications to increase pleasure when interacting with these applications. This feature has been implemented in business applications, social media, e-commerce, and e-learning. However, the impact of playfulness in mitigating technostress has not been studied. This research examined the role of feedback mechanism and presentation mechanism in giving pleasure in LMS. Furthermore, this playfulness is expected to reduce the stress experienced by users. The research was conducted using a quasi-experimental method by giving participants time to follow the course with the gamification feature. The results showed that the gamification mechanism is able to provide pleasure which in turn will reduce the user's stress level. Based on the user-perceived of playfulness, gamification can reduce stress levels so it will reduce user resistance and increase the effectiveness of technology implementation. 
540 |a Copyright (c) 2021 Institute of Advanced Engineering and Science 
540 |a http://creativecommons.org/licenses/by-nc/4.0 
546 |a eng 
690 |a E-learning; Gamification; Learning management system; Perceived playfulness; Technostress 
655 7 |a info:eu-repo/semantics/article  |2 local 
655 7 |a info:eu-repo/semantics/publishedVersion  |2 local 
655 7 |2 local 
786 0 |n International Journal of Evaluation and Research in Education (IJERE); Vol 10, No 2: June 2021; 606-614 
786 0 |n 2620-5440 
786 0 |n 2252-8822 
786 0 |n 10.11591/ijere.v10i2 
787 0 |n https://ijere.iaescore.com/index.php/IJERE/article/view/21199/13152 
787 0 |n https://ijere.iaescore.com/index.php/IJERE/article/downloadSuppFile/21199/3078 
856 4 1 |u https://ijere.iaescore.com/index.php/IJERE/article/view/21199/13152  |z Get fulltext 
856 4 1 |u https://ijere.iaescore.com/index.php/IJERE/article/downloadSuppFile/21199/3078  |z Get fulltext