The Use of Gamification in Teaching and Learning during Covid-19 Pandemic

Mertika Mertika, Slamat Fitriyadi, Dewi Mariana, Evinna Cinda Hendriana, Wanda Giovani, Rien Anitra, Citra Utami, Rini Setyowati, H. Susanto
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Abstract

This service activity aims to increase the understanding and knowledge of lecturers about the use of gamification in learning during the Covid-19 pandemic. In addition, this program also provides socialization of what game models can be used to support e-learning lectures on campus, for example using learning applications such as Quiziz and Kahoot or by implementing game learning models such as role playing, NGT and others. The specific target to be achieved is to increase the creativity of lecturers in designing and using gamification in learning during the Covid-19 pandemic so that online learning becomes more fun. The method used in the implementation of this service is in the form of counseling methods, and question and answer.
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Covid-19大流行期间游戏化在教学中的应用
这项服务活动旨在增加讲师对Covid-19大流行期间在学习中使用游戏化的理解和知识。此外,该计划还提供了可以用于支持校园电子学习讲座的游戏模型的社会化,例如使用诸如Quiziz和Kahoot之类的学习应用程序或通过实施诸如角色扮演,NGT等游戏学习模型。要实现的具体目标是,在2019冠状病毒病大流行期间,提高讲师在设计和使用游戏化学习方面的创造力,使在线学习变得更加有趣。在实施这项服务时采用的方法是以咨询方法、问答的形式。
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