Penerapan Metode Gamifikasi Dengan Pendekatan Hasthalaku Pada Pelajaran Produk Kreatif dan Kewirausahaan

Asri Pujihastuti, Teguh Waluyo, Budi Murtiyasa
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引用次数: 1

Abstract

Learning in the technology 4.0 era provides many challenges for teachers. Effective learning does not only require good teaching methods but is also determined by the use of interesting and interactive learning media. One of the media that can increase interest in student learning is gamification media, namely the addition of game elements in learning to increase motivation, involvement and interaction of teachers and students in learning. This method can also increase learning motivation by giving prizes or badges to students with the highest encouragement in learning. The purpose of this study was to determine student motivation through classpoint gamification media at SMKN 7 Surakarta in the subject of Creative Products and Entrepreneurship. The research method used is a qualitative descriptive approach through Participatory Action Research (PAR) by means of observation or observation of teaching and learning activities and interviews with students. The results showed that the use of classpoint gamification media increased learning interest and student involvement in learning from the usability, cognitive and psychomotor aspects of students. This is because classpoint gamification media has features that support interactive learning activities and can motivate students to get the best results in games or quizzes.
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使用合并方法与我的创意产品和创业课程的方法
技术4.0时代的学习给教师带来了许多挑战。有效的学习不仅需要好的教学方法,还取决于使用有趣和互动的学习媒体。能够提高学生学习兴趣的媒体之一是游戏化媒体,即在学习中加入游戏元素,以增加教师和学生在学习中的动机、参与和互动。这种方法还可以通过给学习积极性最高的学生颁发奖品或徽章来增加学习动机。本研究的目的是通过SMKN 7 Surakarta的课堂游戏化媒体来确定学生在创意产品和创业主题中的动机。采用的研究方法是通过参与式行动研究(PAR),通过观察或观察教学活动和对学生的访谈,采用定性描述的方法。结果表明,课堂游戏化媒体的使用从可用性、认知和心理运动三个方面提高了学生的学习兴趣和学习投入。这是因为classpoint游戏化媒体具有支持互动学习活动的功能,可以激励学生在游戏或测验中获得最佳结果。
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