Publication Search

69,914 articles from 605 journals · 1,760 citations tracked

Showing 1-4 of 4

Analytics

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.