Motivation to Use Gamification Elements in E-Learning for Formal and Non-Formal Education DOI Open Access

Rio Afirando,

Harry Budi Santoso, Kasiyah Junus

et al.

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.

Language: Английский

Development of Online Learning Quiz and Educational Game Using Word Walls in Mathematics for Grade 10 DOI Creative Commons

Kharisma Indah Lestari,

I Nyoman Arcana,

Agustinus Eko Susetyo

et al.

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.

Language: Английский

Citations

6

Impresi Guru pada Penggunaan Media Digital dalam Pembelajaran Awal Bahasa Inggris Anak Usia Prasekolah DOI Creative Commons

Yesi Novitasari,

Siti Fadillah,

Azlin Atika Putri

et al.

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.

Citations

3

Games-Based Interactive Multimedia to Increase Student Creativity in Physical Education Course DOI Open Access
Sri Nuraini,

Rezaki Rezaki,

Arita Marini

et al.

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

Language: Английский

Citations

3

Animation with Problem-Based Learning to Improve Student High Level Thinking Skills DOI Open Access
Yunita Sari, Arita Marini, Yuli Rahmawati

et al.

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

Language: Английский

Citations

2

Motivation to Use Gamification Elements in E-Learning for Formal and Non-Formal Education DOI Open Access

Rio Afirando,

Harry Budi Santoso, Kasiyah Junus

et al.

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.

Language: Английский

Citations

2