Publication Search

71,892 articles from 646 journals · 2,111 citations tracked

Showing 1-15 of 15

Analytics

Turki, Muhamad; Dinar Ristanti, Clara Bonita

Proceeding. of The International Conference on Business and Economics 2026 Universitas 17 Agustus 1945 Semarang

Higher education management at the master's level currently faces urgent challenges, namely learning fatigue and low engagement among professional students, especially in Prior Learning Recognition (RPL) classes. Currently, lecturers still tend to apply conventional learning methods based on static presentations that fail to accommodate andragogical characteristics due to a lack of dynamic interaction. Therefore, this study aims to evaluate the effectiveness of the “Humanistic Digital Andragogy” approach through the integration of gamification (Kahoot) and visual thinking (Whimsical) in the Strategic Human Resource Management course. The researchers used a descriptive qualitative design with thematic analysis and collected data through feedback from students in the Master of Management Program (Semarang and Sorong classes). The results revealed that technology served as a double catalyst: Whimsical visualization effectively reduced the cognitive load of complex strategy material, while competition in Kahoot triggered positive adrenaline (eustress) that increased attention. These findings confirm that the success of technology is highly dependent on the role of lecturers as humanistic facilitators (high-touch). This synergy has been proven to change students' perceptions of HRM from merely administrative to strategic partners, as well as creating learning satisfaction that is relevant to the world of work.

Mustaman Mustaman; Elpisah Elpisah; Saripuddin Saripuddin; Suarlin Suarlin

International Journal of Islamic and Economic Education 2026 International Forum of Researchers and Lecturers

This study aims to (1) analyze the effect of gamification on students’ learning motivation and (2) analyze the effect of gamification on students’ positive perceptions in economics learning among Grade X students at SMAN 1 Pangkep. This research employed a quantitative approach with an ex post facto design and involved 198 students selected through proportional random sampling. A Likert-scale questionnaire was used as the main research instrument to measure the variables of gamification, learning motivation, and positive perception. Data analysis was conducted using simple linear regression to identify relationship patterns and determine the magnitude of influence of the independent variable on both dependent variables. The results of the study indicate that gamification has a positive and significant effect on student learning motivation. In addition, gamification also has a positive and significant effect on students' positive perceptions of economics learning. These findings indicate that the application of gamification elements in learning can encourage student engagement, increase learning motivation, and create a more interesting, enjoyable, and meaningful learning experience..

Muhammad Rizqi Bahrain; Jasiah Jasiah

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

This research aims to develop Zepp Quiz as a creative learning media to enhance students' understanding of Islamic Cultural History at Madrasah Aliyah. The research method used is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The developed product consists of 10 multiple-choice questions about the Conquest of Mecca with varying difficulty levels, equipped with supporting illustrations, educational feedback, point systems, timers, and leaderboards. Data collection was conducted through quantitative methods using validation questionnaires from media experts and material experts with a Likert scale of 1-5. Data analysis was performed descriptively by calculating average scores and feasibility percentages. The results showed that media expert validation obtained an average score of 4.31 or 86% in the very feasible category, while material expert validation obtained an average score of 4.25 or 85% in the very feasible category. Based on expert validation results, Zepp Quiz learning media is declared very feasible to be used as a creative learning media in Islamic Cultural History learning at Madrasah Aliyah.

Maria Veronica Deno; Khaerudin Khaerudin; Dwi Kusumawardani

Jurnal Pelayanan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The development of digital technology has driven the  increasing use of e-modules as interactive learning media that support  independent and collaborative learning. The integration of pedagogical approaches and multimedia technology makes e-modules increasingly adaptive and effective in developing higher-order thinking skills. This study aims to map trends in the development and utilization of e-modules through a Systematic Literature Review (SLR)  of Scopus articles published in 2020–2024. From the selection process, 20 articles were analyzed based on their pedagogical approach, as well as the media and digital platforms used. The study results show that pedagogical approaches such as Problem-Based Learning, STEM, SETS, Discovery Learning, and Guided Inquiry have been consistently proven to improve critical thinking skills, learning outcomes, and 21st-century competencies. From a technological perspective, Android and flipbook platforms are the primary choices due to their flexible access and multimedia support such as video, animation, simulations, and interactive quizzes. These findings emphasize the importance of developing systematic, pedagogically-based e-modules supported by interactive multimedia.  Further research is needed to explore the integration of AR/VR, gamification, and artificial intelligence.   

Ayu Nita Singgi; Resilvia Mangadi; Naomi, Naomi; Mandacan, Meriyana; Ronaldo Stefanus

Jurnal Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study examines how the use of Quizizz as a digital learning media has great potential to enhance the learning interest of senior high school students. Quizizz provides an interactive learning experience through game-based quizzes that are engaging, easy to use, and accessible online. Features such as appealing visual design, point systems, gamification elements, and instant feedback help students become more active and motivated during the learning process. The purpose of this study is to analyze the effectiveness of using Quizizz in increasing students’ learning interest across various subjects at the senior high school level. The research methods include observation, the implementation of interactive quizzes, and the distribution of learning-interest questionnaires administered before and after using the media. The results indicate that Quizizz creates a more enjoyable, competitive, and participatory learning atmosphere, contributing significantly to the improvement of students’ learning interest. Therefore, Quizizz can be considered an effective digital learning alternative to support the teaching and learning process in senior high schools.

Oktavia Istiqomah; Wardania Isnaini Aisyah; Suesthi Rhayuningsih; Achmad Rijanto; Dicki Nizar Zulfika

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2025 Lembaga Pengembangan Kinerja Dosen

A mentoring activity on the use of the interactive media ZEP Quiz was conducted at SDN Palrejo with the primary goal of improving teachers' skills in utilizing gamification-based learning technology. The background to this activity stems from the fact that most teachers at the school are not yet familiar with or use ZEP Quiz, despite the availability of adequate digital facilities. This minimal use of technology leads to a monotonous learning process and does not facilitate active student engagement. However, in today's digital era, the implementation of innovative learning media is crucial for improving the quality of education. The methods used in this activity included initial observations, interviews with teachers, direct mentoring, and practical use of ZEP Quiz with students in class. The mentoring was designed in the form of structured training that included an introduction to the features, the creation of questions based on Bloom's Taxonomy, and strategies for integrating ZEP Quiz into learning scenarios. The results of the activity showed a significant increase in teachers' knowledge and skills. Teachers were able to operate ZEP Quiz independently, develop questions according to cognitive level, and apply them to the teaching and learning process. The implementation in the classroom received a positive response from students, characterized by high enthusiasm, active participation, and a fun, competitive atmosphere. These findings support previous research on the effectiveness of gamification in improving student motivation, engagement, and learning outcomes. In conclusion, mentoring the use of ZEP Quiz has proven effective in strengthening teacher competency while creating interactive learning that motivates students. Going forward, innovative and sustainable efforts are needed, including varying question content, developing gamification strategies, and integrating with other digital platforms, to avoid declining motivation due to the novelty effect and ensure the sustainability of technology-based learning in schools.

Oktavia Istiqomah; Wardania Isnaini Aisyah; Suesthi Rhayuningsih; Achmad Rijanto; Dicki Nizar Zulfika

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2025 Lembaga Pengembangan Kinerja Dosen

A mentoring activity on the use of the interactive media ZEP Quiz was conducted at SDN Palrejo with the primary goal of improving teachers' skills in utilizing gamification-based learning technology. The background to this activity stems from the fact that most teachers at the school are not yet familiar with or use ZEP Quiz, despite the availability of adequate digital facilities. This minimal use of technology leads to a monotonous learning process and does not facilitate active student engagement. However, in today's digital era, the implementation of innovative learning media is crucial for improving the quality of education. The methods used in this activity included initial observations, interviews with teachers, direct mentoring, and practical use of ZEP Quiz with students in class. The mentoring was designed in the form of structured training that included an introduction to the features, the creation of questions based on Bloom's Taxonomy, and strategies for integrating ZEP Quiz into learning scenarios. The results of the activity showed a significant increase in teachers' knowledge and skills. Teachers were able to operate ZEP Quiz independently, develop questions according to cognitive level, and apply them to the teaching and learning process. The implementation in the classroom received a positive response from students, characterized by high enthusiasm, active participation, and a fun, competitive atmosphere. These findings support previous research on the effectiveness of gamification in improving student motivation, engagement, and learning outcomes. In conclusion, mentoring the use of ZEP Quiz has proven effective in strengthening teacher competency while creating interactive learning that motivates students. Going forward, innovative and sustainable efforts are needed, including varying question content, developing gamification strategies, and integrating with other digital platforms, to avoid declining motivation due to the novelty effect and ensure the sustainability of technology-based learning in schools.

Jems Sopacua; Titin Kempa; Rufiati Simal; Cristianti C. Kilikily

Jurnal Pengabdian Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The low level of reading literacy in remote areas, such as the Muna Barat Daya Regency, poses a significant challenge in basic education. One innovation proposed to address this issue is the implementation of Scramble Fun Learning, an educational game-based approach designed to enhance reading literacy skills in students at SD Negeri 1Weet. This community service activity was carried out in two stages: a theoretical stage, which provided foundational understanding about the importance of literacy and gamification approaches, and a practical stage involving both teachers and fifth-grade students in word arrangement activities. Scramble Fun Learning combines game elements with a gamification approach by having students arrange words from random letters. The main objective is to train vocabulary recognition, strengthen reading comprehension, and increase student motivation to learn. In this activity, students are challenged to form words or sentences within a limited time, which not only stimulates their creativity but also makes the learning process more enjoyable and engaging. This method enables students to learn while playing, which is particularly effective in overcoming the boredom that often occurs in conventional learning. The results of this activity showed a significant improvement in student enthusiasm, active participation, and literacy skills. Many students who were previously disinterested in reading activities became more enthusiastic and motivated. Despite limitations in resources and time, the activity was still effectively implemented, thanks to creative adjustments made by the implementing team to ensure the material and activities were well received by both students and teachers. Overall, these findings indicate that Scramble Fun Learning is a highly potential and applicable approach to improving students' reading literacy, especially in areas with limited educational resources. This approach not only enhances literacy skills but also builds students' interest and motivation to continue learning.

Jems Sopacua; Titin Kempa; Rufiati Simal; Cristianti C. Kilikily

Jurnal Pengabdian Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The low level of reading literacy in remote areas, such as the Muna Barat Daya Regency, poses a significant challenge in basic education. One innovation proposed to address this issue is the implementation of Scramble Fun Learning, an educational game-based approach designed to enhance reading literacy skills in students at SD Negeri 1Weet. This community service activity was carried out in two stages: a theoretical stage, which provided foundational understanding about the importance of literacy and gamification approaches, and a practical stage involving both teachers and fifth-grade students in word arrangement activities. Scramble Fun Learning combines game elements with a gamification approach by having students arrange words from random letters. The main objective is to train vocabulary recognition, strengthen reading comprehension, and increase student motivation to learn. In this activity, students are challenged to form words or sentences within a limited time, which not only stimulates their creativity but also makes the learning process more enjoyable and engaging. This method enables students to learn while playing, which is particularly effective in overcoming the boredom that often occurs in conventional learning. The results of this activity showed a significant improvement in student enthusiasm, active participation, and literacy skills. Many students who were previously disinterested in reading activities became more enthusiastic and motivated. Despite limitations in resources and time, the activity was still effectively implemented, thanks to creative adjustments made by the implementing team to ensure the material and activities were well received by both students and teachers. Overall, these findings indicate that Scramble Fun Learning is a highly potential and applicable approach to improving students' reading literacy, especially in areas with limited educational resources. This approach not only enhances literacy skills but also builds students' interest and motivation to continue learning.

Naswa Sasmita; Rizky Bayu Pratama; Natasya Natasya; Husni Kamal

Jurnal Pajak dan Analisis Ekonomi Syariah 2025 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

This study examines the innovation of Hajj Savings products based on the mudharabah contract at Bank Syariah Indonesia (BSI). The innovations include digitalization of services, integration with the Ministry of Religious Affairs’ SISKOHAT system, and the development of new features such as collective savings, gamification, and auto-debit. The objective of these innovations is to facilitate Muslims in planning and saving for Hajj funds according to Sharia principles, enhance service accessibility, and provide added value tailored to modern customer needs. The findings indicate that these product innovations offer significant benefits to customers, including convenience, security, and fair profit-sharing, as well as advantages for BSI in terms of increased third-party funds, operational efficiency, and market expansion. This study emphasizes the importance of sustainable innovation grounded in Sharia principles in the development of Islamic banking products to support financial inclusion and improve service quality.

Gofi Haryobel Hutasoit; Siti Mutia; Uswatun Hasannah; Riwana Simarmata

Jurnal Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

Educational transformation through the use of interactive technology is an integral part of the implementation of the Merdeka Curriculum, especially in Mathematics learning in Elementary Schools (SD). This curriculum emphasizes a contextual, student-centered, and adaptive learning approach to the challenges of the digital era. This study aims to analyze the role of interactive technology in improving the effectiveness of Mathematics learning and developing 21st-century skills in elementary school students. Various digital media such as GeoGebra, gamification applications, and visual simulations are used to help students understand abstract concepts in a concrete and enjoyable way. The results show that technology integration supports the achievement of the Pancasila Student Profile by increasing creativity, independence, and critical thinking skills. Challenges such as limited infrastructure and teacher competency can be overcome through continuous training and development of relevant local content.

Alberta Adinata; Budi Eko Soetjipto

International Journal of Economics and Management Sciences 2025 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

In the face of an increasingly competitive landscape, culinary MSMEs in Indonesia are required to not only offer quality products, but also create interactive and emotional consumer experiences. This study aims to investigate the mediating role of loyalty programs in influencing the relationship between gamification and relationship marketing on Gen Z consumer loyalty. Using a quantitative approach through online questionnaire distribution to 385 Gen Z respondents on social media, the results show that both gamification and relationship marketing have a significant direct influence on consumer loyalty, as well as an indirect influence through the mediation of loyalty programs. The findings confirm that the integration of gamification elements-such as challenges, point systems, and leaderboards-in loyalty programs can generate intrinsic motivation that strengthens consumers' emotional engagement. Meanwhile, a relationship marketing approach based on trust and personalization encourages long-term commitment. This research extends the application of the Commitment-Trust and Self-Determination theories in the digital-native context, and makes a conceptual contribution to the strategic design of experiential loyalty programs for culinary MSMEs targeting Gen Z consumers. The practical implication is that business owners need to build a loyalty ecosystem that is not only functional, but also fun and emotionally meaningful.

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.

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.    

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.