Introducing Gamification Methods To High School Student At Bina Nusantara University Alam Sutera

Arsa Widitiarsa Utoyo
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Abstract

Exploration studies in this article highlighted approaches that wearable to increase the value of gamification method to examine the impact of the role of facilitator in the idea of the group. Through the activities, the children of high school/high school were invited as respondents. This activity aimed to stimulate creativity to produce a different settlement with the same results. The presentation material and workshops that used materials of paper and stationeries. Finally, this article outlines recommendations for teaching, learning, and apply gamification in decision making. This method is one of the modern methods of teaching and learning. It starts with forming groups, job descriptions, and the active participation of the students and by comparing the characteristics of the method by the way students learn gamification, the positive effects of this method on the educational attainment of students confirmed. Based on the finding of the study the researcher recommended encouraging faculty members to use gamification strategy in teaching, conducting more studies discussing this strategy and its relation to other variables such as critical thinking, conducting more studies on other samples from different study and age levels and from different environments. Keywords: gamification method, student, creativity, university students
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向比那努沙塔拉大学的高中生介绍游戏化方法
本文中的探索性研究强调了可穿戴的方法,以增加游戏化方法的价值,以检查促进者在小组思想中的作用的影响。通过活动,邀请初高中的孩子作为调查对象。该活动旨在激发创造力,以产生相同结果的不同解决方案。使用纸张和文具材料的展示材料和车间。最后,本文概述了教学、学习和在决策中应用游戏化的建议。这种方法是现代教学方法之一。它从小组的形成、工作描述、学生的积极参与等方面入手,通过比较学生学习游戏化方法的特点,证实了这种方法对学生的教育成就的积极影响。根据研究结果,研究人员建议鼓励教师在教学中使用游戏化策略,进行更多的研究,讨论这种策略及其与其他变量(如批判性思维)的关系,对来自不同研究和年龄水平以及不同环境的其他样本进行更多的研究。关键词:游戏化方法,学生,创造力,大学生
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