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description Journal article public Jurnal TICOM

Penggunaan Gamifikasi Dalam Proses Pembelajaran

Heni Jusuf -. Universitas Nasional
Diterbitkan Mei 2016

Abstrak

- The development of ICT technology has had an impact on the development of the games industry, which makes educators more creative in designing the learning process. some games designers have to learn more about the science of psychology or other sciences that study human motivation and behavior. Gamification is learning approach using elements in the game or video game with the aim to motivate the students in the learning process and maximize the feeling of enjoy and engagement of the learning process, in addition, this medium can be used to capture things that attract students and inspired him to continue learning. Foursquare, SimCity and Pokemon, representing gamified system that combines users with geo-location. Because the terms gamification, it must contain features Point, Badges, Levels, Leaderboards, Challenges, Rewards, onboarding, and Engagement loops. In the process of learning to use gamification, provide an alternative to make the learning process more interesting, fun and effective. Although using game mechanics, applying gamification does not always have to make a game, but how to make learning more fun, build engagement with unnoticed by the learners.

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