Proceedings of the 5th Vocational Education International Conference (VEIC-5 2023)

Early Study of Gamification for Enhancing Post-Pandemic Learning through the Utilization of Collaborative Learning Algorithm

Authors
Aulia Zikri Rahman1, *, Saskia Kanisaa Puspanikan1, Wiku Larutama1
1Logistics Engineering, Universitas Pendidikan Indonesia, Bandung, Indonesia
*Corresponding author. Email: azikrirahman@upi.edu
Corresponding Author
Aulia Zikri Rahman
Available Online 6 February 2024.
DOI
10.2991/978-2-38476-198-2_54How to use a DOI?
Keywords
Blended Learning; Mobile Learning; Post-Pandemic Learning
ABSTRACT

In the post-pandemic situation, it can be quite challenging to enhance students’ learning experience. One promising approach is gamification, which involves applying game elements and mechanisms in the context of education. Gamification utilizes game elements such as points, levels, challenges, and rewards, which can create a more engaging and enjoyable learning experience for users. This study aims to explore the potential combination of gamification and collaborative learning algorithms in the context of post-pandemic education. This process is carried out using the systematic literature review method, which involves exploring reference sources. From the aforementioned studies indicate a strong connection between gamification elements and collaborative filtering algorithms in educational contexts. By integrating collaborative filtering techniques, educational applications can enhance the learning experience by personalizing content, providing feedback, and promoting engagement and motivation among learners. These findings contribute to the growing body of knowledge regarding the effective integration of gamification and collaborative filtering algorithms in educational settings.

Copyright
© 2024 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 5th Vocational Education International Conference (VEIC-5 2023)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
6 February 2024
ISBN
10.2991/978-2-38476-198-2_54
ISSN
2352-5398
DOI
10.2991/978-2-38476-198-2_54How to use a DOI?
Copyright
© 2024 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Aulia Zikri Rahman
AU  - Saskia Kanisaa Puspanikan
AU  - Wiku Larutama
PY  - 2024
DA  - 2024/02/06
TI  - Early Study of Gamification for Enhancing Post-Pandemic Learning through the Utilization of Collaborative Learning Algorithm
BT  - Proceedings of the 5th Vocational Education International Conference (VEIC-5 2023)
PB  - Atlantis Press
SP  - 394
EP  - 400
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-198-2_54
DO  - 10.2991/978-2-38476-198-2_54
ID  - Rahman2024
ER  -