Momentum Physics Education Journal,
Год журнала:
2024,
Номер
8(2), С. 181 - 193
Опубликована: Апрель 9, 2024
This
research
aims
to
analyze
trends
related
the
topic
of
Gamification
from
2019
2023*
through
bibliometric
analysis
using
Scopus
database.
Based
on
criteria,
56
articles
were
obtained
326
documents.
These
have
been
translated
international
journals
indexed
by
Scopus.
The
selection
references
then
managed
reference
management
software,
namely
Mendeley.
After
working
database,
this
classifies
and
visualizes
it
VOSviewer
software.
results
indicate
that
is
gradually
increasing
every
year.
United
States,
China
Japan
contribute
most
globally.
Visualizing
gamification
for
2019-2023*
reveal
six
clusters.
can
support
researchers
regarding
worldwide
provide
direction
further
research.
Overall,
these
reflections
an
excellent
point
Gamification.
Research and Development in Education (RaDEn),
Год журнала:
2024,
Номер
4(1), С. 516 - 532
Опубликована: Май 29, 2024
The
low
student
learning
outcomes
on
the
history
of
formulation
Pancasila
and
media
used
by
teachers
are
less
creative
innovative,
causing
students
to
feel
bored
active
in
learning,
this
is
background
researchers
conducting
research.
purpose
study
was
develop,
test
feasibility,
effectiveness
Articulate
Storyline
interactive
multimedia
improving
material
for
fourth-grade
SDN
Gondoriyo
Semarang
City.
Researchers
use
development
research
or
Research
Development
(R&D)
with
Borg
Gall
model.
observation,
interviews,
documentation,
questionnaires,
tests
as
data
collection
techniques.
analysis
techniques
normality
test,
t-test,
N-Gain
test.
results
expert
feasibility
assessment
obtained
a
score
85.8%,
86.25%.
validation
experts
show
that
articulate
storyline
"very
feasible"
be
process.
Teachers
stated
practical"
proven
small-scale
product
trials
sig.
(2-tailed)
0.000
<0.05,
while
large-scale
trial
<
0.05,
it
can
there
comparison
average
before
after
trial,
so
concluded
improve
grade
IV
elementary
school
students.
discovery
basis
expanding
distribution
wider
scale.
Journal of Education Technology,
Год журнала:
2024,
Номер
8(2), С. 326 - 332
Опубликована: Июль 16, 2024
Gamification
interventions
incorporate
game
elements
into
educational
activities
to
enhance
student
engagement
and
motivation.
The
study
aims
analyze
in-depth
effects
of
gamification
on
academic
performance
in
a
particular
private
secondary
school
Nigeria.
research
design
adopted
for
this
is
case
design.
populations
the
were
all
junior
students.
Likert-scale
rating
open-ended
questions
are
used
gather
quantitative
data.
collects
data
perceptions
students,
teachers
administrators
regarding
intervention's
effectiveness,
feasibility
sustainability.
analyzed
using
descriptive
statistics
inferential
statistics,
such
as
correlation
analysis
t-tests.
reveals
that
students
generally
support
integration
their
learning
environments.
They
believe
it
makes
more
enjoyable,
helps
them
understand
difficult
concepts
better,
enhances
experience.
A
significant
proportion
strongly
agree
or
has
improved
performance,
increased
confidence
understanding
subjects,
overall
outcomes.
International Journal of Elementary Education,
Год журнала:
2024,
Номер
8(2), С. 374 - 384
Опубликована: Июнь 28, 2024
The
lack
of
utilization
and
varied
use
learning
media
means
that
student
outcomes
have
not
been
achieved
optimally
in
Natural
Social
Sciences
subjects
grade
IV
elementary
schools.
This
research
aims
to
create
a
product
the
form
Articulate
Storyline
3
which
is
used
as
medium
for
subjects,
material
about
cultural
diversity
Indonesia.
type
Research
Development
with
ADDIE
development
model.
this
included
experts,
teachers,
28
fourth-grade
school
students.
Data
collection
took
test
techniques
non-test
techniques.
Test
pretest
posttest,
while
observation,
interviews,
questionnaires,
documentation.
Furthermore,
data
analysis
were
normality
test,
t-test,
N-Gain
processed
using
SPSS
23
application.
small-group
trials
large-group
obtained
values
0.60
0.64
category,
so
it
was
concluded
there
an
increase
average
posttest
scores.
Thus,
concludes
very
suitable
effective
improving
on
Indonesia
class
caXra Jurnal Pendidikan Sekolah Dasar,
Год журнала:
2024,
Номер
4(2), С. 108 - 113
Опубликована: Дек. 30, 2024
Abstrak:
Berdasarkan
data
yang
didapat
dari
hasil
survey
dilakukan
oleh
PISA
(Programme
for
International
Student
Assessment)
tahun
2000
sampai
2018
dalam
Fetra
Bonita
Sari,
Risda
Amini
(2020)
menyatakan
bahwa
Indonesia
sebagai
salah
satu
negara
dengan
literasi
rendah.
Keterlibatan
media
pembelajaran
berbasis
teknologi
berperan
penting
proses
pembelajaran.
Proses
IPA
menjadi
perlu
keterlibatan
di
dalamnya.
Di
tengah
perkembangan
zaman
ini,
interaktif
pilihan
untuk
digunakan
penelitian
ini
bertujuan
melihat
pengaruh
pada
peserta
didik
kelas
5
SDN
Rahayu
memberikan
perlakuan
berupa
Siklar
materi
Siklus
Air.
Metode
adalah
pendekatan
kuantitatif
eksperimen
menjadikan
sampel
dilakukan.
pengumpulan
kegiatan
observasi,
wawancara,
dokumentasi
dan
pretest-posttest.
Penelitian
telah
penggunaan
Berbasis
Articulate
Storyline
3
Materi
Air
berpengaruh
terhadap
belajar
siswa
Rahayu.
Kata
Kunci:
3,
Media
Pembelajaran,
Momentum Physics Education Journal,
Год журнала:
2024,
Номер
8(2), С. 181 - 193
Опубликована: Апрель 9, 2024
This
research
aims
to
analyze
trends
related
the
topic
of
Gamification
from
2019
2023*
through
bibliometric
analysis
using
Scopus
database.
Based
on
criteria,
56
articles
were
obtained
326
documents.
These
have
been
translated
international
journals
indexed
by
Scopus.
The
selection
references
then
managed
reference
management
software,
namely
Mendeley.
After
working
database,
this
classifies
and
visualizes
it
VOSviewer
software.
results
indicate
that
is
gradually
increasing
every
year.
United
States,
China
Japan
contribute
most
globally.
Visualizing
gamification
for
2019-2023*
reveal
six
clusters.
can
support
researchers
regarding
worldwide
provide
direction
further
research.
Overall,
these
reflections
an
excellent
point
Gamification.