{"title":"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","authors":"Y. U. Chandra, Yohannes Kurniawan, S. Ariffin","doi":"10.1145/3520084.3520120","DOIUrl":null,"url":null,"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.","PeriodicalId":444957,"journal":{"name":"Proceedings of the 2022 5th International Conference on Software Engineering and Information Management","volume":"5 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-01-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Smart E-Badge (Gamification) for Learning Experience when using Learning Tools for High School Student\",\"authors\":\"Y. U. Chandra, Yohannes Kurniawan, S. Ariffin\",\"doi\":\"10.1145/3520084.3520120\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":444957,\"journal\":{\"name\":\"Proceedings of the 2022 5th International Conference on Software Engineering and Information Management\",\"volume\":\"5 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-01-21\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 2022 5th International Conference on Software Engineering and Information Management\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3520084.3520120\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2022 5th International Conference on Software Engineering and Information Management","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3520084.3520120","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Smart E-Badge (Gamification) for Learning Experience when using Learning Tools for High School Student
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.