Indonesian Journal of Computer Science,
Journal Year:
2023,
Volume and Issue:
12(1)
Published: Feb. 28, 2023
The
implementation
of
gamification
in
e-learning
is
not
new,
both
within
the
context
formal
and
informal.
Formal
education
a
learning
activity
organized
by
public
private
parties
that
refers
to
official
system
country.
Meanwhile,
informal
another
does
refer
Not
only
visually
appealing,
but
elements
also
have
certain
motivation
emotional
value
for
user.
This
study
seeks
compare
use
their
between
nonformal
education.
method
used
was
Systematic
Literature
Review
using
Kitchenham
method.
From
selected
databases,
65
articles
were
obtained
had
implemented
e-learning.
grouped
emotion
based
on
Octalysis
framework.
results
showed
ownership
possession
most
prominent
motivations
implementing
gamification.
INSANIA Jurnal Pemikiran Alternatif Kependidikan,
Journal Year:
2022,
Volume and Issue:
27(2), P. 145 - 159
Published: Dec. 14, 2022
This
research
aims
to
produce
and
determine
the
feasibility
of
quiz
educational
game
using
Word
Wall
that
are
suitable
for
online
learning
quadratic
inequality,
rational,
irrational
grade
X.
method
is
Research
Development
(R&D)
with
ADDIE
model
(Analysis,
Design,
Development,
Implementation,
Evaluation).
result
media
in
material.
The
test
materials
on
resulted
a
percentage
77%
79,1%
decent
category.
attractiveness
81%
limited
trial
82,2%
field
trial,
both
which
were
very
interesting
results
correlation
obtained
positive
significant
between
student
responses
outcomes.
implication
this
development
product
can
be
used
as
tool,
it
recommended
teachers
develop
Quiz
other
materials.
Jurnal Obsesi Jurnal Pendidikan Anak Usia Dini,
Journal Year:
2023,
Volume and Issue:
7(3), P. 3745 - 3754
Published: July 8, 2023
Belakangan
ini
bahasa
Inggris
telah
banyak
menyentuh
dan
tidak
jarang
dijadikan
program
unggulan
pada
suatu
Lembaga
PAUD.
Sehingga
dalam
pembelajarannya
membutuhkan
inovasi-inovasi
media
yang
diselaraskan
dengan
kemajuan
zaman
serta
karakteristik
anak
usia
prasekolah.
Tujuan
penelitian
yaitu
mengetahui
impresi
guru
pemanfaatan
pembelajaran
digital
pengajaran
awal
inggris
Adapun
jenis
riset
merupakan
deskriptif
kuantitatif
sampel
PAUD
di
Kecamatan
Rumbai
Kota
Pekanbaru
berjumlah
36
orang
ditentukan
melalui
teknik
total
sampling.
Hasil
menjelaskan
bahwa
penggunaan
prasekolah
berada
kategori
baik.
Dengan
kata
lain
meskipun
kemampuan
menggunakan
perangkat
untuk
kegiatan
masih
cukup
rendah,
namun
memandang
berpotensi
meningkatkan
minat
motivasi
belajar
anak,
selain
itu
juga
bermanfaat
menstimulasi
pengetahuan
keterampilan
Oleh
karenanya,
berdasarkan
hasil
diperlukan
tindak
lanjut
berbentuk
pelatihan
literasi
Rumbai,
Pekanbaru,
khususnya
awal.
Global Journal of Information Technology Emerging Technologies,
Journal Year:
2023,
Volume and Issue:
13(2), P. 144 - 155
Published: Nov. 23, 2023
This
research
was
conducted
using
Research
and
Development
method.
The
purpose
of
this
study
is
to
produce
game-based
interactive
learning
media
that
has
a
positive
impact
on
improving
students'
creative
thinking
skills
in
physical
education
courses.
Data
collection
carried
out
several
stages,
including
expert
validation,
limited
trials,
student
response
questionnaires.
Based
the
results,
multimedia
based
games
proven
improve
fourth-grade
students
at
elementary
school
Tugu
Utara
05,
North
Jakarta.
Furthermore,
positively
impacts
creativity
use
education.
contributes
digitization
schools
through
technology
teaching
process.
Keyword:
media;
creativity;
course
Cypriot Journal of Educational Sciences,
Journal Year:
2023,
Volume and Issue:
18(1), P. 257 - 268
Published: Jan. 30, 2023
The
aim
of
this
research
is
to
find
out
the
effectiveness
using
interactive
media
based
on
3D
animation
integrated
with
problem-based
learning
improve
high-level
thinking
skills
in
fifth-grade
elementary
school
students.
This
used
quantitative
method.
quasi-experimental
design
test
instruments
collect
data
students'
higher-order
skills.
We
conduct
analysis
analyze
differences
experimental
and
control
classes'
outcomes.
hypothesis
average
difference
test,
t-test
formula.
results
show
that
animation-based
a
value
sig
=
0.00,
which
smaller
than
0.05
meaning
posttest
class
are
different
from
class.
It
can
be
highlighted
conclusion
effectively
enhancing
Indonesian Journal of Computer Science,
Journal Year:
2023,
Volume and Issue:
12(1)
Published: Feb. 28, 2023
The
implementation
of
gamification
in
e-learning
is
not
new,
both
within
the
context
formal
and
informal.
Formal
education
a
learning
activity
organized
by
public
private
parties
that
refers
to
official
system
country.
Meanwhile,
informal
another
does
refer
Not
only
visually
appealing,
but
elements
also
have
certain
motivation
emotional
value
for
user.
This
study
seeks
compare
use
their
between
nonformal
education.
method
used
was
Systematic
Literature
Review
using
Kitchenham
method.
From
selected
databases,
65
articles
were
obtained
had
implemented
e-learning.
grouped
emotion
based
on
Octalysis
framework.
results
showed
ownership
possession
most
prominent
motivations
implementing
gamification.