Efektivitas Penerapan Metode Gamification Berbasis Online Terhadap Pencapaian Kompetensi Mahasiswa Universitas Negeri Makassar
DOI:
https://doi.org/10.61255/jupiter.v1i1.2Keywords:
Gamification, E-learning, efectivityAbstract
Gamification is the application of game elements into applications to increase student motivation, interest and involvement in accessing and using applications. The development of the internet in the learning aspect has great potential to create a change in a more modern learning system that is in line with the digitalization that is currently occurring along with current technological developments. The internet has characteristics as a learning medium, namely as an interactive learning medium, thus enabling synchronous and asynchronous communication between educators and students. This study applies a quantitative research method with a survey approach. Data analysis in this study used descriptive analysis method because the data obtained was in the form of numbers so it was necessary to use an approach to be able to process the statistical or mathematical data obtained. The advantage of this method is that the conclusions obtained are more measurable and comprehensive. The application of the gamification method in the online learning process has quite a big impact on competency achievement and the development of knowledge and skills in Makassar State University students
Abstract views: 584
,
PDF downloads: 768
Downloads
References
Barizi, A. 2016, Menjadi Guru Unggul : Bagaimana Menciptakan Pembelajaran yang Produktif dan Profesional. Yogyakarta: Ar-Ruzz Media.
Fadrianto, A. 2019, E-learning dalam Kemajuan Iptek yang Semakin Pesat. Indonesian Journal on Networking and Security, 8(4):16.
Fakhri, M. M., Fadhilatunisa, D., Rosidah, R., Satnur, M. A., & Fajrin, F. (2022). Pengaruh Media E-Learning Berbasis LMS Moodle dan Motivasi Belajar terhadap Hasil Belajar Mahasiswa di Masa Pandemi Covid-19. Chemistry Education Review (CER), 5(2), 157-169.
Hermawan, I. 2019, Metodologi Penelitian Pendidikan (Kualitatif, Kuantitatif dan Mixed Method). Badan Penerbit Hidayatul Quran, Kuningan.
Jusuf, H. 2016, Penggunaan Gamifikasi dalam Proses Pembelajaran. Jurnal TICOM, 5(1) : 1-5.
Kiryakova, G, Angelova, N, Yordanova, L, 2014. Gamification in Education. Faculty of Economics, Trakia University, Bulgaria.
Nurjannah, Kaswar, A, Kasim, E. 2021, EFEKTIFITAS GAMIFIKASI DALAM PEMBELAJARAN MATEMATIKA. JURNAL MathEdu (Mathematic Education Journal), 4(2): 189-193.
Pekei, B. 2016, Konsep dan Analisis Efektivitas Pengelolaan Keuangan Daerah di Era Otonomi. Cetakan pertama. Jakarta: Taushia, 2016.
Rusman. 2018, Model-Model Pembelajaran : Mengembangkan Profesionalisme Guru Edisi Kedua. Jakarta: Rajawali Pers.
Uno, H. B., & Mohamad, N. 2015, Belajar Dengan Pendekatan Pailkem : Pembelajaran Aktif, Inovatif, Lingkungan, Kreatif, Efektif, Menarik. Jakarta: Bumi Aksara.
Wibowo, R. P., & Romdhoni, F. H. 2015, Purwarupa Aplikasi Pembelajaran SQL Interaktif Berbasis Web dengan Penerapan Gamification. Jurnal Sistem Informasi, 5(3) : 390-397.
Wijayanti, F, Miqawati, A, Binarkaheni, S, Sulaiman, F, Damayanti, N. 2022, Pelatihan Pembelajaran Interaktif Berbasis Gamifikasi Online. Selaparang: Jurnal Pengabdian Masyarakat Berkemajuan, 6(3): 1436-1439.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2023 Wahyu Hidayat, Ali Mirza Najafi, Fariz Ramlan, Febrianti Tandi Ra’pak, Muhammad Alif Leo, Fadhlirrahman Baso

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.








Email : fakhri@diginus.id