Use of Gamification Model for Homeroom Teacher in Conducting Learning Assessment (Qualitative Study)

Retno Ariyanti Nurningtias, Hudzaifi Syah Tsalits Taufiqi, Muhammad Raihan Zaki, R. Hikmawan
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Abstract

Gamification is a game element but is included in non-game contexts because it is used as an effective motivational tool. The performance performed by using gamification becomes more attractive to users. The focus of the problem is determined by the researcher based on the field of education with the object of research being a homeroom teacher. Education standards at the level required by all stakeholders, especially learning assessment. The urgency of students who are entitled to an assessment from the teacher and easily known by the school and forwarded to parents. The approach taken with a qualitative study provides a more detailed explanation to homeroom teachers about problem solutions to place gamification in student learning assessments. Data were collected based on experiments with several homeroom teachers feeling and exploring media. The finding of homeroom responses who are very satisfied with gamification provides encouragement in entering students' grades in a fun way. From the results of the study, it can be concluded that the application of gamification strategies in which homeroom teachers conduct learning assessments triggers interest in fun characters, overcomes boredom with challenges and competition, gains new knowledge, and improves thinking skills to strengthen social interaction.
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游戏化模式在班主任学习评估中的应用(质性研究)
游戏化是一种游戏元素,但也包含在非游戏环境中,因为它是一种有效的激励工具。使用游戏化的表现对用户更具吸引力。问题的焦点是由研究者基于教育领域确定的,研究对象是一名班主任。所有利益攸关方所要求的教育标准,特别是学习评价。有资格得到老师评估的学生的急迫性,学校很容易知道并转发给家长。采用定性研究的方法为班主任提供了关于将游戏化纳入学生学习评估的问题解决方案的更详细的解释。本研究通过对多名班主任的实验收集数据,并对媒体进行感受和探索。对“游戏化”非常满意的学生反馈,鼓励学生以有趣的方式进入成绩。从研究结果可以看出,运用游戏化策略,班主任进行学习评价,可以激发学生对有趣角色的兴趣,克服挑战和竞争带来的无聊,获得新知识,提高思维能力,加强社会互动。
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