Smart E-Badge (Gamification) for Learning Experience when using Learning Tools for High School Student

Y. U. Chandra, Yohannes Kurniawan, S. Ariffin
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Abstract

During the Covid-19 pandemic that is currently happening in all countries of the world, schools still have to carry out the teaching and learning process, especially for high school schools. Teachers are pressured to deliver innovative education, but students don't get it without digital media. The teacher starts using resources, but what happens is that the teacher only uses resources as a trigger to attract learners. Sometimes the teacher also does not value activities in learning resources. Students benefit from using learning resources because of the value of the e-badge as gamification when using learning resources in a high school setting. In this research, the design of a business process model and a prototype design model application is performed on a mobile application so that teachers and students gain more value in using learning resources. The expected outcome is that the built model can benefit students and educators in conducting the teaching and learning process in schools. As a result of this research, a focus group discussion is completed. © 2022 Association for Computing Machinery.
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智能电子徽章(游戏化)用于高中生使用学习工具时的学习体验
在目前世界各国正在发生的Covid-19大流行期间,学校仍然必须进行教学过程,特别是高中学校。教师面临着提供创新教育的压力,但如果没有数字媒体,学生就无法获得创新教育。教师开始使用资源,但实际情况是,教师只是将资源作为吸引学习者的触发器。有时老师也不重视学习资源中的活动。学生从使用学习资源中受益,因为电子徽章在高中环境中使用学习资源时具有游戏化的价值。本研究在移动应用上进行了业务流程模型和原型设计模型应用的设计,使师生在学习资源的使用中获得更多的价值。预期的结果是,所建立的模型可以使学生和教育工作者在学校进行教学过程中受益。作为本研究的结果,完成了焦点小组讨论。©2022美国计算机协会。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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