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Journal of Game, Game Art, and Gamification (JGGAG)
ISSN : -     EISSN : 2548480X     DOI : -
Core Subject : Science, Art,
The Journal of Games, Game Art, and Gamification (JGGAG) is a double blind peer-reviewed interdicipinary journal that publishes original papers on all branches of the academic areas and communities.
Arjuna Subject : -
Articles 2 Documents
Search results for , issue "Vol 4, No 2 (2019)" : 2 Documents clear
THE EFFECT OF GAMIFIED TEAMWORK ON TEAM MEMBERS’ ENGAGEMENT - AN EXPERIMENT ON IDEA GENERATION Trusova, Polina
Journal of Game, Game Art, and Gamification (JGGAG) Vol 4, No 2 (2019)
Publisher : Binus University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (646.072 KB)

Abstract

A new method supposed to increase team members? engagement during teamwork is gamification. Due to the novelty of gamification, its possible effects on team members? engagement were not fully investigated yet. The present study aims to reduce this research gap and to test an assumption based on flow theory that gamified teamwork increases participant?s engagement. Engagement was operationalized as the speaking time and the turn-taking frequency during a discussion. 139 students divided in 57 teams were asked to imagine themselves to be a management team of a young innovative enterprise. 29 teams were randomly assigned to the experimental and the rest to the control condition. All teams completed the task to generate solutions for the problems presented in a case study, while their discussion has being recorded. Surprisingly, no differences in engagement were found between the experimental and the control condition. The findings and limitations are discussed.
GAME-BASED APPROACH TO TEACHING AND LEARNING IN OPTOMETRY EDUCATION Isikguner, Baris; Umaefulam, Valerie
Journal of Game, Game Art, and Gamification (JGGAG) Vol 4, No 2 (2019)
Publisher : Binus University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (338.272 KB)

Abstract

Game technologies has the potential to shift health education towards experiential learning by offering a highly realistic learning experience while facilitating student engagement and enabling students? practice and prepare for complex real-world situations and clinical decision making. This paper described the development of a gamified technology for teaching and learning red eye-pupillary reflexes for use in Optometry education. The game was developed using Autodesk Maya, ZBrush, and Photoshop. The eye model design explicitly showed the anterior iris as well as pupillary reflexes (dilation and constriction) and red eye reflexes via an interactive 3D-simulation. The RedEye Game is an innovative strategy suitable to provide a realistic display of red eye signs and pupillary reflexes in a controlled environment. The RedEye Game can support the training of optometry students by delivering and reinforcing critical knowledge and concepts while providing educators with new strategies to supplement traditional education approaches.

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