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Ocarina Alya Indraswari

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2024 Asosiasi Periset Bahasa Sastra Indonesia

The research conducted in this proposal aims to determine and analyze the use of gamification technology media in increasing the learning interest of students in class 9 D SMPN 13 Surabaya. This research is designed with qualitative methods and uses data collection techniques in the form of filling out student interest observation sheets in the learning process. The results of filling out student observations are expected to be used as evaluation material in the classroom learning process. Thus, it is hoped that the results of this study can be useful as a reference for educators to develop teaching media that will be used in the learning process in the classroom. Various rapidly developing technologies must of course be utilized properly, so that later the educational process in the classroom is not left behind by existing technological developments. Nowadays, there are many websites or applications that can help the learning process in the classroom. The idea of student-centered education should make educators no longer use the lecture method when explaining in the learning process. This is what makes educators clever in utilizing various learning resources and media including technology. In the meaning of KBBI technology is a scientific method that can be used as a means to provide various things needed for the continuity and comfort of human life to make it more practical.

Ariani, Farida; Afnita, Nora

Jurnal Komunikasi Pendidikan 2024 Universitas Veteran Bangun Nusantara

The advancement of technology in education has revolutionized the learning process, transitioning from conventional to digital systems. Technology-based learning addresses the challenge of limited learning time for active students. Digital-based gamification for language learning in schools is a recent development, streamlining the teaching and learning process and enhancing outcomes. This study aims to assess the effectiveness of digital-based gamification models on the engagement and language literacy skills of eighth-grade students at Madrasah Tsanawiyah in Pariaman City. Using a quasi-experimental approach with a 2x3 factorial design, the study employs the Student Engagement in Schools Questionnaire and a Language Literacy Learning Outcomes Test as research instruments. Results indicate differences in student engagement between gamification and conventional models and between high and low-engagement groups. Interaction effects between gamification and engagement levels on language and literacy ability were observed. Overall, the gamification model proved more effective than conventional methods in enhancing engagement and learning outcomes. It is recommended that the Principal of the Madrasah implement digital-based gamification models tailored to students' needs to enhance engagement and learning outcomes.

Theodora Fausta Ayu Gracia; Asri Diah Susanti

International Journal of Educational Development 2024 Asosiasi Periset Bahasa Sastra Indonesia

This research aims to examine the effect of the application of gamification learning media in accounting learning on the learning interests of students of SMKN Sukoharjo. The population of this study was the first grade students (class X) of Accounting and at SMKN Sukoharjo. The writer used random sampling technique to choose the sample. There were 36 students of X AKL B as the experimental class and 36 students of X AKL C as the control class. This study uses an experimental method with a quasi experimental approach. The technique of collecting the data was observation and questionnaire. The techniques of analyzing data were paired sample t-test, independent sample t-test, and N-Gain. The results of this study showed that there was a significant difference in students' learning interest. It was proven by the acquisition of paired sample t-test test results with a significance level of 0.000 <0.05. In the independent sample t-test test results obtained a significance value of 0.000 <0.05. In the N-Gain test results obtained in the experimental class showed a score of 0.38 or 0.38> 0.3. In addition, the average learning interest of students in the experimental class after treatment was 79.81 higher than the control class which had an average of 72.19. Thus it can be concluded that gamification media affected the students' learning interest of basic accounting learning at SMKN Sukoharjo.

Gigih Abdi Wijaya; Ahmad Zulfan Tantowi; Elsavira Nurizzah

International Journal of Mathematics and Science Education 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research investigates the effectiveness of gamification strategies in enhancing student engagement and motivation in science education. The study introduces gamified learning activities, such as point systems, leaderboards, and digital badges, into the science curriculum. Through a series of surveys and classroom observations, the research finds that gamification significantly increases student participation, interest, and overall achievement in science subjects. The paper discusses the benefits of incorporating game-based elements into science teaching and provides recommendations for educators looking to implement gamification in their classrooms.

Lilik Setiawan; Ronal Aprianto; Asma Elmar Mansurzade

International Journal of Management and Digital Sciences 2024 International Forum of Researchers and Lecturers

The rapid transformation of higher education driven by the advancement of digital technologies and the COVID-19 pandemic has accelerated the adoption of online learning platforms across universities worldwide. This study investigates the relationship between the use of online learning platforms, academic performance, and student engagement among university students. Using a cross-sectional survey design, data were collected from students actively participating in online learning environments to analyze how frequency of platform use influences academic outcomes and engagement levels. The results reveal a positive correlation between online learning engagement and academic performance, indicating that students who consistently participate in live sessions, complete assignments, and interact with peers and instructors achieve better academic results. Cognitive and behavioral engagement were found to be the most influential factors contributing to improved learning outcomes, while emotional engagement played a supportive role in maintaining motivation and persistence. Despite these benefits, several challenges were identified, including social isolation, limited face-to-face interaction, and technological barriers that hinder full participation. Comparisons with traditional learning environments highlight that online platforms provide greater flexibility and personalized learning opportunities but lack the immediacy of in-person interaction. Furthermore, differences between local and international contexts underscore the role of infrastructure and institutional readiness in ensuring equitable online learning experiences. The study concludes that effective integration of technology, instructor presence, and collaborative tools can enhance engagement and academic success in digital learning environments. Future research should explore long-term impacts, including the role of gamification and artificial intelligence in sustaining motivation and improving educational outcomes.

Yasmin Hadiyya Fatin Hana; Az Zahra Salsabila; Muhammad Dzaky Al Ghifary; Muhammad Asykar Mu’thi

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2024 Universitas Maritim AMNI Semarang

This reseacrh is intended to test the application of the gamification-based cooperative learning model and its influence on the mathematics learning outcomes of grade 4 students at SDN 1 Kayuambon. The cooperative model is a learning process that emphasizes cooperation and interaction so that students play an active role during the learning process. This cooperative learning model can be combined with a gamification-based learning model so that students can experience the learning process in a fun way. This research uses quantitative methods by comparing pretest and posttest data on the application of conventional models and gamification-based cooperative models. The research suggest an increase in learning outcomes in the pretest and posttest when the gamification-based cooperative model was applied by 8.14.

Lintang Pramudya Anpurnan; Andreas Nugroho Sihananto; Pratama Wirya Atmaja

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

Education serves as the main pillar in the effort to develop human resources, continually evolving in line with the progress of time. Within the realm of education, English language learning plays a crucial role. However, the process of English language learning often faces challenges, including low levels of student motivation. This research explores the use of gamification with integrated chatGPT as an innovative solution capable of boosting student motivation and making learning more engaging and effective. Adapting previously proposed methodologies, this application is web-based, developed using Laravel, and tested using Likert scale. The testing yielded a satisfactory average result of 83%, with a 15.64% increase in user scores. The findings of this research provide a positive contribution to enhancing the quality of English language education in Indonesia, particularly at the Junior High School level.

Nurfadila MY; Suarlin Suarlin; Ali Refaat Ahmed Elsayed

International Journal of Education and Social Sciences 2024 International Forum of Researchers and Lecturers

This study investigates the impact of gamified learning platforms on the development of critical thinking and problem-solving skills among middle school students. With the increasing reliance on digital tools, fostering these essential skills has become a critical educational goal. Traditional teaching methods often fail to engage students effectively, which has led educators to explore innovative approaches such as gamified learning. The experimental design of this study involved two groups: an experimental group using gamified learning platforms and a control group following conventional teaching methods. Data were collected through pre-tests and post-tests measuring students' critical thinking and problem-solving abilities. Results indicated that the experimental group showed a significant improvement in both skills, with a 20-point increase in their scores, while the control group exhibited minimal progress. The findings highlight that gamified learning, which integrates game mechanics such as points, rewards, and leaderboards, enhances engagement and motivation, leading to improved cognitive skills. This study emphasizes the potential of gamification to revolutionize educational practices, suggesting that its integration can be a powerful tool to equip students with the necessary skills for the future.

Adebayo Chukwu; Nneka Eze; Emeka Okoye

International Journal of Educational Technology and Society 2024 Asosiasi Periset Bahasa Sastra Indonesia

This article explores the effects of gamification on student motivation and achievement in online learning platforms. By examining gamified elements such as leaderboards, badges, and progress tracking, the study analyzes how these features impact students’ engagement and performance in virtual classrooms. Results indicate that gamification can significantly enhance motivation and encourage active participation, although the effectiveness may vary based on age and learning style. This research provides valuable insights into how gamified features can optimize online learning environments and improve academic outcomes, supporting the integration of gamification strategies in educational technology.

Idam Wahyudi; Anggun Sulistyowati; Parviz Hasanov

International Journal of Management and Digital Sciences 2024 International Forum of Researchers and Lecturers

This study investigates the impact of digital gamification on employee motivation, engagement, and productivity in technology companies. Gamification, which integrates game design elements such as rewards, badges, and leaderboards into non-game environments, has gained popularity as a tool for enhancing employee performance in workplaces. The research employs a quantitative survey methodology to gather data from employees in technology firms that have implemented gamified systems. The findings reveal that gamification significantly increases employee motivation by tapping into intrinsic motivators such as autonomy, competence, and relatedness. Employees reported higher levels of engagement, with many attributing their increased participation to the fun and competitive nature of gamified tasks. Additionally, productivity improvements were observed, particularly among employees in roles that require individual performance, such as software engineers, where autonomy and goal-setting were key factors. The study also identifies variations in the effectiveness of gamification based on factors such as job role and organizational culture, emphasizing the need for customization to suit different employee needs. Despite these positive outcomes, challenges such as employee resistance, poorly designed systems, and resource constraints were noted as barriers to successful gamification implementation. These findings suggest that gamification is an effective strategy for improving motivation and engagement in technology companies but requires thoughtful design and alignment with company culture to maximize its impact. Future research should explore the long-term effects of gamification and examine how specific elements, such as leaderboards and rewards, influence employee behavior across different demographics.

Sunarti Rasdin; Ananda Amalia Rahma; Nasir Nasir; Sadriana Ayu; Muhammad Wahyu

Jurnal Budi Pekerti Agama Islam 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This research is clossroom action research (Classroom Action research) which aims to deretmine tha improvement in student learning outcomes in the informatics subject class X.1 SMA Negeri 14 Maros. The research subjects were students in class X.1 of SMA Negeri 14 Maros for the 2023/2024 academic year with a tital of 36 students. This research was conducted in two cycles and each cycle consisted of 4 meetings. The results of this research show that the application of kahoot game-based media can increase student activity and learning outcomes in informatics subjects. Quatitative analysis shows that learning outcomes in the initial test were 33.33%, in cycle i there was an increase of 55.55% and then in cycle II it became 88.88%. This means that there is a significant increase in student learning outcomes.  

Jingga Pramesti Pujianingsih; Khusnul Khotimah; Rahma Putri Wibowot; Seillamitha Octaviona Lorenza

Jurnal Pendidikan, Bahasa dan Budaya 2024 Pusat Riset dan Inovasi Nasional

Gamification system-based learning is a learning method that uses game elements and game thinking in a non-game environment to improve student behavior and engagement in the learning process. The concept of gamification in learning minimizes lectures by teachers about the material, and emphasizes interactivity and student involvement in learning. This research uses the literature review method to comprehensively analyze articles published from 2020 to 2023, of course with several specifications determined and 4 articles selected. The results of this research state that the gamification method is very effective and appropriate for increasing student learning motivation, because in implementing gamification students are required to be active during the learning process and also present interactive material.

Zaitun Qomariah; Hesty Widiastuty; Iffa Kharimah; Winna Winna; Lafifah Suliyya

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to explore innovative approaches in integrating English-language religious content as a means of strengthening religious values ​​and improving listening skills in junior high school students at Alam School. This research uses a descriptive method, an innovative approach that illustrates the condition of the subject or object of research by detailing existing facts. The results of the research show that community service activities that use English religious content are successful in strengthening religious values ​​and improving students' listening skills. Students are able to understand and remember new vocabulary through listening to videos. They can also internalize the moral values ​​contained in the video. Apart from that, the use of gamification through the Kahoot application can motivate students to learn in an interactive and fun way. An innovative learning approach that integrates elements of religion and English can help students develop holistically, both spiritually, morally and in language skills. This approach can be an alternative that can be applied in learning English at school.

Rini Handayani; Maya Ardila

Global Leadership Organizational Research in Management 2023 STIKes Ibnu Sina Ajibarang

This study aims to determine how much the influence of gamification and perceived enjoyment contributes to repurchase intention both partially and simultaneously on the Shopee mobile application. The research methods used in this study are descriptive methods and associative methods. In this study, the unit of analysis is individuals, namely users of the Shopee games feature in Bandung City who use the Shopee mobile application. The sample in this study was 97 respondents. Sampling with certain considerations or criteria is a sampling technique used in this study. The analysis method uses multiple linear regression analysis, in addition to testing the validity and reliability of the research instrument. The results of the study show that gamification has a partial effect on repurchase intention. Perceived enjoyment has a partial effect on repurchase intention. Gamification and perceived enjoyment simultaneously affect the repurchase intention on the Shopee mobile application.    

Wiguna, I Komang Arya Ganda; Sanusi, Rikcy; Sudipa, I Gede Iwan; Semadi, Ketut Ngurah; Iswara, Ida Bagus Ary Indra +2 more

Faedah : Jurnal Hasil Kegiatan Pengabdian Masyarakat Indonesia 2023 FKIP, Universitas Palangka Raya

Technology's role in tourism can have a positive effect on attracting tourists. In providing solutions to non-optimal media in supporting alternative entertainment and services for tourists, the service activity's goal of integrating augmented reality (AR) in tourism has given rise to the concept of AR gamification, in which game elements are integrated into the tourist experience to create a more enjoyable and interactive experience. Potential users are assisted in comprehending and optimizing their use of AR gamification applications. The implementation of augmented reality games at The Sila's Agrotourism benefited from the active participation of collaborators in all PKM activities. The results demonstrated that the use of augmented reality (AR)-based interactive games in tourist destinations enhances the destination's appeal and encourages visitor participation in associated activities. The implementation of augmented reality technology makes the tourist experience at The Sila's Agrotourism more engaging and enjoyable for guests, which has positive repercussions for boosting tourist attraction and satisfaction.

Subiyantoro, Singgih; Musa, Mohamad Zain

Jurnal Komunikasi Pendidikan 2023 Universitas Veteran Bangun Nusantara

Integrating innovative pedagogical approaches becomes paramount as the contemporary educational paradigm evolves. The study addresses the gap in the current literature by offering insights into the multifaceted implications of gamification in higher education settings. The primary purpose of this research is to analyze the attitudes, experiences, and perceptions of both educators and students toward gamified elements in LMS. The study combines qualitative interviews with teachers and students and quantitative surveys to gather a comprehensive understanding of the subject. The methodology encompasses diverse higher education institutions to ensure a representative sample. Results highlight the nuanced perspectives of participants, revealing key factors influencing the effectiveness of gamification in LMS, such as motivation, engagement, and learning outcomes. The findings provide a foundation for a more informed integration of gamified elements into educational practices. In conclusion, this research contributes to the field by offering empirical evidence and nuanced insights into the perceptions of gamification in higher education. The study enhances our understanding of the challenges and benefits associated with gamified learning and provides practical implications for educators and policymakers aiming to foster innovative and engaging learning environments.

Tira Nur Fitria

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2022 Pusat Riset dan Inovasi Nasional

This study reviews micro-learning including its use, benefits, and limitation. This study is library research. The analysis shows that microlearning can be delivered through video, application, gamification, infographics, and social media. Numerous studies demonstrate the benefits of microlearning that lessons can be delivered in a short amount of time. It can be accessed anytime and anywhere. Microlearning is flexible to accommodate different learning styles and can be customized to students’ needs. With short material, students can choose which material is needed, desired, and relevant. Microlearning help increases students’ retention rates and comprehension levels. If the material is broken down into smaller parts, it is easier for students to remember lessons, and easier for teachers to update content and to know learning outcomes. However, the limitations are that microlearning is not suitable for complex and complicated material, and requires detailed explanation. The learning method is dependent on the learning objectives. If the material is in small parts, it can prevent students from understanding the material in-depth. Educators are required to produce their learning content. However, not all educators have the capacity and time to prepare content. Microlearning strategies are related to the individual qualities of learners, the propensity of teachers to utilize digital technology, and external circumstances such as the availability of learning resources.