Implementation of gamification in learning media to improve student activity and learning outcomes

Kurnia Rahman Agus, Kartina Diah Kusuma Wardhani
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Abstract

The demands of the learning process during the current pandemic force teachers and students to carry out digital transformation in the learning process. Especially in the new normal where the learning process is done online. Thus, the learning media made by the teacher must also be adapted to online media so that the learning process can be maximized and increase the activeness of students in learning while online. This study aims to create an online learning media by applying the concept of gamification. The method used in this research is R&D (Research and Development) using analysis, design, and development models. Stages of analysis are carried out to determine the needs of students when learning online. Then in the design stage, the selection of media formats and media design is carried out, and finally at the development stage, the advanced process of making games with programming languages is carried out as a learning medium. The use of gamification learning media is very practical, which can be accessed by students through their devices at home via the internet network. In the learning process, this game can be used to assist teachers in achieving learning objectives so that they can increase learning activity and the value of students in one basic competency.
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在学习媒体中实施游戏化,以改善学生的活动和学习成果
当前疫情期间学习过程的需求迫使师生在学习过程中进行数字化转型。尤其是在学习过程在线完成的新常态下。因此,教师制作的学习媒体也必须适应网络媒体,这样才能最大限度地发挥学习过程,提高学生在线学习的积极性。本研究旨在运用游戏化的概念,创造一个线上学习媒体。本研究使用的方法是R&D(研究与开发),使用分析、设计和开发模型。分阶段进行分析,确定学生在线学习的需求。然后在设计阶段,进行媒体格式的选择和媒体设计,最后在开发阶段,进行用编程语言制作游戏作为学习媒介的高级过程。游戏化学习媒体的使用是非常实用的,学生可以通过自己家里的设备通过互联网进行访问。在学习过程中,该游戏可以帮助教师实现学习目标,从而提高学习积极性和学生在一项基本能力上的价值。
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