融入了iDu对提高学生学习动力的影响

U. Rahardja, Qurotul Aini, Hani Dewi Ariessanti, Alfiah Khoirunisa
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引用次数: 49

摘要

所有领域都得到了技术的支持,特别是在教育领域,在教学过程中决定了大学毕业生的质量。在教育领域,Raharja College实施了iLearning学习方法来实现学习目标。学生可以使用iLearning方法获得学习经验,这是一种使用十大iLearning IT支柱(TPI)媒体的学习过程。然而,iLearning学习被认为是无效的,许多学生不与讲师交流,也缺乏关于讲座的信息。因此,为使教学和学习过程更加有效和可发展而制定了一种新的学习方法,在线学习中游戏化的存在是为了鼓励学生更加热情,同时也是组织和调节学习情境的一种选择,使其更加令人兴奋而不单调,从而使学生参与在线讲座变得有趣和塑造个性。以学生活动水平的形式出现的排行榜也有助于了解学生在完成作业和理解讲师提供的讲座材料方面的活跃程度。
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Pengaruh Gamifikasi pada iDu (iLearning Education) dalam Meningkatkan Motivasi Belajar Mahasiswa
All fields have been supported by technology, especially in the world of education in the teaching and learning process to determine the quality of university graduates. In the world of education, Raharja College has implemented iLearning learning methods to achieve learning goals. Students are given learning experiences using the iLearning method which is a learning process using the Ten iLearning IT Pillars (TPI) media. However, iLearning learning is considered to be ineffective where many students do not communicate with lecturers as well as lack of information about lectures. Therefore, a new learning method is made for the teaching and learning process to be more effective and can be developed, the presence of gamification in online learning is to encourage students to be more enthusiastic as well as an alternative in organizing and conditioning learning situations to be more exciting and not monotonous, so that it can be fun and build character for students in participating in online lectures, the presence of a leaderboard in the form of a level of student activity is also useful to find out how active students are in working on assignments and understanding the lecture material provided by the lecturer.
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