Gamification in the Learning Community for Culinary Basics Course at Higher Education

Winanti, Meyliana, Francisca Sestri Goestjahjanti, Ford Lumban Gaol, Harjanto Prabowo, Dwi Ferdiyatmoko Cahya Kumoro
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引用次数: 2

Abstract

This paper discusses basic culinary learning in universities using gamification techniques. The learning objectives are carried out to improve maximum learning outcomes, create a sense of pleasure and joy (satisfaction), and increase motivation. Although the author realizes that gamification is not the only learning technique that must be applied. The success of learning can be influenced by various factors including the internal factors of students and lecturers which until now have become the most important factors. Apart from the curriculum, social environment, and methods used, gamification is an alternative to produce maximum value, satisfaction, and motivation. The gamification technique is done by dividing students into several groups, each group consisting of 4 to 6 students. Each half-semester group is given learning by conventional methods and the next half-semester is given learning by gamification. Both will be evaluated through the results of the assessment in the form of statistics. The results obtained by using gamification on average have 10 to 20 points better than conventional methods. Students and lecturers become satisfied, motivated and get maximum test scores and they become more creative and innovative due to direct student involvement and fast interaction between lecturers and students.
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高等教育烹饪基础课程学习社区中的游戏化
本文探讨了利用游戏化技术在大学进行烹饪基础学习。学习目标的实施是为了最大限度地提高学习成果,创造愉悦和喜悦(满足感),并增加动机。尽管作者意识到游戏化并不是唯一必须应用的学习技术。学习的成功受到各种因素的影响,包括学生和教师的内部因素,这些因素到目前为止已经成为最重要的因素。除了课程、社会环境和使用的方法之外,游戏化是产生最大价值、满意度和动机的另一种选择。游戏化技术是通过将学生分成几个小组来完成的,每个小组由4到6名学生组成。每个半学期的小组采用传统方法学习,下半个学期采用游戏化学习。将通过评估结果以统计数据的形式对两者进行评估。使用游戏化方法获得的结果比常规方法平均提高10 ~ 20分。由于学生的直接参与和教师与学生之间的快速互动,学生和教师变得更满意,更有动力,获得最高的考试分数,他们变得更有创造力和创新精神。
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