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http://dx.doi.org/10.7583/JKGS.2017.17.1.27

How Gamification Moves Students: A Study on Psychic Anti-entropy and Meme through Analysis of Study Time Management Services  

Shin, Jongcheon (Department of Digital Media, Graduate School of Soongsil University)
Yoon, Joonsung (Department of Digital Media, Graduate School of Soongsil University)
Abstract
This study explores the concept of Study Time Management Service(STMS) and the characteristics of gamification elements in STMS, in order to propose the meaning of psychic anti-entropy and the role of a meme as a new gamification element. The goal of gamification in education is to enhance study motivation and lead to flow by integrating similarities between game and study into the study environment. STMS also aims at such a goal. However, it differs in that the external anti-entropy environment, such as blocking apps, is connected with game mechanics or game thinking to give extrinsic motivation. It is also unique in that it uses a meme as a new gamification element to induce intrinsic motivation. In particular, a meme as a kind of guideline for performing study activities induces intrinsic motivation to imitate good study patterns and offers the driving force to sustain psychic anti-entropy state. Therefore, gamification in STMS is to strengthen the external anti-entropy environment by utilizing game mechanics or game thinking, and to maintain the psychic anti-entropy state by utilizing a meme of study patterns.
Keywords
Gamification in Education; Study Time Management Service(STMS); Psychic Anti-entropy; External Flow Environment; Internal Flow State; Meme;
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