Implementasi Gamifikasi pada Learning Management System Linsafe LPK Adiputra Purwokerto Berbasis Website

Dani Azka Faz, Rifki Adhitama
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Abstract

This study aims to apply gamification to the LPK Adiputra Purwokerto website-based learning management system (LMS) to increase participant motivation and involvement in the learning process. Gamification is a method of using game elements to influence the behavior of LPK Adiputra Purwokerto participants to achieve learning objectives. The research method used was a case study with participants consisting of LPK Adiputra students in Purwokerto using a quasi-experimental design and divided into two groups, The control group, and The experimental group. The control group took part in learning with an LMS without gamification elements, while the experimental group took part in learning with the application of gamification to an LMS. The number of research participants was 47 participants who took the LPK Adiputra Purwokerto driving course. During the research, the experimental group had access to an LMS that implemented gamification elements such as points, levels, rewards, challenges, and a ranking system. Experiment group participants are given the freedom to compete with themselves or other participants through the scoreboard and reach a certain level of learning. The results of the data analysis will later show that the experimental group that took part in gamification learning experienced a significant increase in motivation and engagement compared to the control group. It is hoped that this research can make an important contribution to the development of technology-based education and the use of LMS as an effective tool for increasing participant motivation and engagement. This study concludes that the implementation of gamification at the website-based LMS Linsafe LPK Adiputra Purwokerto will be effective in enhancing the learning experience of participants by incorporating game elements. LPK Adiputra Purwokerto participants should tend to be more motivated and actively involved in the learning process so that later they can improve the quality and overall learning outcomes.
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在基于网站的学习管理系统 Linsafe LPK 中实施游戏化 Adiputra Purwokerto
本研究旨在将游戏化应用于基于网站的 LPK Adiputra Purwokerto 学习管理系统(LMS),以提高参与者在学习过程中的积极性和参与度。游戏化是一种利用游戏元素影响 LPK Adiputra Purwokerto 学员行为以实现学习目标的方法。采用的研究方法是案例研究,参与者包括 Purwokerto 的 LPK Adiputra 学生,采用准实验设计,分为两组:对照组和实验组。对照组参加的是没有游戏化元素的学习管理系统的学习,而实验组参加的是在学习管理系统中应用游戏化元素的学习。参与研究的人数为47人,他们都参加了LPK Adiputra Purwokerto驾驶课程。在研究过程中,实验组可以使用LMS,该系统采用了游戏化元素,如积分、等级、奖励、挑战和排名系统。实验组的参与者可以自由地通过记分牌与自己或其他参与者竞争,并达到一定的学习水平。稍后的数据分析结果将显示,与对照组相比,参加游戏化学习的实验组在学习动机和参与度方面都有显著提高。希望本研究能为科技教育的发展做出重要贡献,并将 LMS 作为提高参与者积极性和参与度的有效工具。本研究的结论是,在基于网站的LMS Linsafe LPK Adiputra Purwokerto实施游戏化,通过融入游戏元素,将有效提升参与者的学习体验。LPK Adiputra Purwokerto的参与者应该会更加积极主动地参与到学习过程中,从而提高学习质量和整体学习效果。
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