can be described. Gamification can be used for educa-
tional content, but each reviewed paper has a different
way to implement gamification into non-game con-
text. This also caused because the difference in pur-
pose, some of the researches focused to learn about
the increase of learning process, but some others are
focused to learn about the increase of the learners’
motivation in learning and playing the game given,
there are also some researches that tries to under-
stand the increase of the learners’ attention in class.
The most used method in the reviewed papers is
MDA which the three main point of gamification, and
ARCS model which help researchers to develop the
game with learners’ motivation in mind. Adding gam-
ification will need a case-by-case situation, though the
same model or framework will also work in a similar
case. Researchers should first understand the learn-
ers‘ age range, teaching material and environment be-
fore trying to add gamification. After understanding
who are the learners and what teaching material to
give, then the educator or teacher should determine
their purpose in gamifying the teaching material, the
common purposes are:
1. Increase the learners‘ motivation
Gamifying educational content is supposed to mo-
tivate the learners to learn more. So, it is rec-
ommended to use ARCS model because ARCS
model focuses on increasing the learners‘ moti-
vation (Cheng and Su, 2012) (Tsukamoto et al.,
2012) (Ying et al., 2012) (Hamzah et al., 2014)
(Wang et al., 2016). As for the framework, it is
recommended to choose MDA that can be used
to implement ARCS model (Codish and Ravid,
2014) (Hamzah et al., 2014) (Basten, 2017), or
octalysis framework that focuses mainly on mo-
tivation factor (Ymran et al., 2017). For how to
design the game, the four aspect which stated in
research by (Brayshaw and Gordon, 2016) can be
used to outline the game design that focuses in
motivating the learner, as 3 of 4 aspects are fo-
cuses about motivation model.
2. Help the learners‘ to understand the teaching ma-
terial
Each learners are unique, so educator actually
need to first understand who are the learners, be-
fore provide the learners with a material, so it is
recommended to use TAM, as TAM is a model
that focus first on learning the problem and objec-
tive before imparting gamification into the educa-
tional content (Ferianda et al., 2018). There are
also other models that can be used to outline how
to gamify educational content depending on the
main purposes, TAM as stated in research by (Fe-
rianda et al., 2018) is recommended if educator
still have a broad purpose, tutoring model which
being used in research by (Cetin, 2012) is rec-
ommended if educator want to focuses more on
delivering educational content, and CSLS model
which used in research by (Wu et al., 2018) in
their research is recommended if educator want
the learners to learn through collaboration and co-
operation learning. As for the framework, it is
recommended to use MDA or adaptive gamifica-
tion framework that can give a different rule for
each learner (Codish and Ravid, 2014). Some
elements in gamification that need to be noticed
are the learners‘ satisfaction (Perryer et al., 2016)
(Aleksi
´
c-Masla
´
c et al., 2018), efficient feedback
that can be outlined using flow theory (Eleftheria
et al., 2013), and a design according to the learn-
ers‘ needs (Ongoro and Mwangoka, 2014).
3. Increase the learners‘ attendance or attention in
class
Gamification can also help to increase learners‘
learning performance, but to do that, educator
needs to create an enjoyable and effective game
as stated by (Hooshyar et al., 2015) so it is recom-
mended to use attainment model, that needs learn-
ers‘ active participation (Prabawa et al., 2017). As
for the framework, it is recommended to use MDA
framework as stated in research by (Tsukamoto
et al., 2012), or educational game framework that
can help to maximize learners‘ learning potential
and progress as stated in research by (Mistry and
Al-Anan, 2015). The main element to be careful
with is the difficulty of the game, it should not
too difficult or too easy, it have to be challenging
just enough, so the game can hooked the learners‘
attention as stated in research by (Barata et al.,
2013).
5 CONCLUSION
This literacy research contains several references
which are related with gamification and education and
the findings were presented. From the research which
has been done, it can be concluded that there is no
common approach in adding gamification into a non-
game context. But, all the gamification should be in-
line with MDA framework or an upgraded version of
MDA framework. Even though the game mechanic,
model or framework can be different, imparting gam-
ification into a non-game context is possible, and the
result of doing that will vary according with the sit-
uation and the target of the material. Different re-
sults mainly caused by the difference in the learners‘
psychology and environment which also need to be
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