Evaluasi dampak gamifikasi pada student active learning melalui learning management system: Studi kasus fakultas ilmu komputer Universitas Indonesia = Evaluation of the impact of gamification on student active learning through the learning management system: A Case Study of the faculty of computer science, University of Indonesia
Satrio Raffani Raharjo;
Putu Wuri Handayani, supervisor; Panca Oktavia Hadi Putra, supervisor; Fatimah Azzahro, supervisor; Betty Purwandari, examiner
(Fakultas Ilmu Komputer Universitas Indonesia , 2021)
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Keadaan dunia saat ini sedang dilanda wabah penyakit Coronavirus Disease (COVID-19). Hal ini mengakibatkan beberapa aktivitas sehari-hari dilakukan dengan jarak jauh,salah satunya aktivitas belajar mengajar. Keberadaan e-learning khususnya LearningManagement System (LMS) diharapkan dapat menjadi salah satu solusi kebutuhan pembelajaranjarak jauh. Dengan kurangnya interaksi tatap muka yang disebabkan pandemiini, Universitas Indonesia mendukung peningkatan penggunaan LMS Student CenteredE-Learning Environment Fakultas Ilmu Komputer UI (SCeLE Fasilkom UI), salah satuLMS yang dimiliki oleh UI. Penggunaan LMS dapat menyebabkan kurangnya fokusperhatian pelajar, kemungkinan berkurangnya efisiensi kelas, dan kemungkinan untukmenimbulkan rasa jenuh pada penggunanya. Salah satu solusi yang dapat digunakanuntuk permasalahan ini adalah adalah dengan gamifikasi. Active learning juga perluditekankan pada kelas online di LMS dan di penelitian ini dievaluasi melalui fiturforum SCeLE Fasilkom UI. Evaluasi dari dampak gamifikasi yang direpresentasikanoleh elemen game berupa rating/points, badge dan leaderboard terhadap partisipasimahasiswa dan active learning dalam kelas online pada LMS menggunakan metodeDesign Based Research dilakukan pada penelitian ini. Sebanyak tiga mata kuliah diFakultas ilmu komputer UI tergabung dalam penelitian ini. Penelitian ini dilakukanmenggunakan metode Design Based Research dan elemen gamifikasi diintegrasikansecara bertahap di tiga kelas tersebut. Setiap fase berdurasi selama dua minggu dandisertai dengan pengisian kuesioner online pada saat dijalankannya fase tersebut. Hasilpenelitian ini menemukan bahwa penerapan gamifikasi berpengaruh terhadap activelearning. Hal ini didukung dari pengaruh gamifikasi terhadap jumlah reply pada weeklyreview dan forum discussion yang dapat dilihat dari rerata partisipasi kelas SIP-MTI(67.60%), E-health (79.17%), dan Kombistek (72.15%). The world condition is currently being hit by an outbreak of Coronavirus Disease(COVID-19). This results in several daily activities carried out remotely, one of whichis teaching and learning activities. The existence of e-learning, especially the LearningManagement System (LMS), is expected to be a solution to distance learning needs. Withthe lack of face-to-face interaction caused by this pandemic, the University of Indonesiais supporting the increased use of the Student Centered E-Learning Environment LMSUI Faculty of Computer Science (SCeLE Fasilkom UI), one of the LMS owned by UI.The use of an LMS can lead to a lack of focus for students’ attention, the possibility ofreduced class efficiency, and the possibility to create a feeling of boredom in its users.One solution that can be used for this problem is gamification. Active learning also needsto be emphasized in online classes at LMS and in this study evaluated through the SCeLEFasilkom UI forum feature. Evaluation of the impact of gamification represented by gameelements in the form of ratings / points, badges, and leaderboard on student participationand active learning in online classes at LMS using the Design Based Research methodwas carried out in this study. A total of three courses at the Faculty of Computer ScienceUI are incorporated in this research. This research was conducted using the DesignBased Research method and gamification elements were integrated gradually in thethree classes. Each phase lasts two weeks and is accompanied by filling out an onlinequestionnaire at the time of the phase. The results of this study found that the applicationof gamification had an effect on active learning. This is supported by the effect ofgamification on the number of replies in weekly reviews and forum discussions whichcan be seen from the average participation of the SIP-MTI class (67.60%), E-health(79.17%), and Kombistek (72.15%). |
S-Satrio Raffani Raharjo.pdf :: Unduh
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No. Panggil : | S-pdf |
Entri utama-Nama orang : | |
Entri tambahan-Nama orang : | |
Entri tambahan-Nama badan : | |
Subjek : | |
Penerbitan : | Depok: Fakultas Ilmu Komputer Universitas Indonesia , 2021 |
Program Studi : |
Bahasa : | ind |
Sumber Pengatalogan : | libUI ind rda |
Tipe Konten : | text |
Tipe Media : | computer |
Tipe Carrier : | online resource |
Deskripsi Fisik : | xiii, 129 pages : illustration ; Appendix |
Naskah Ringkas : | 2021 |
Lembaga Pemilik : | Universitas Indonesia |
Lokasi : | Perpustakaan UI |
No. Panggil | No. Barkod | Ketersediaan |
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S-pdf | 14-22-56222503 | TERSEDIA |
Ulasan: |
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