Repositori Institusi

Politeknik Siber dan Sandi Negara

  • Home
  • Information
  • News
  • Help
  • Librarian
  • Member Area
  • Select Language :
    Arabic Bengali Brazilian Portuguese English Espanol German Indonesian Japanese Malay Persian Russian Thai Turkish Urdu

Search by :

ALL Author Subject ISBN/ISSN Advanced Search

Last search:

{{tmpObj[k].text}}
Image of Rancang bangun aplikasi gamifikasi sebagai media pembelajaran pada flipped learning dengan passwordless authentication
Bookmark Share

Text

Rancang bangun aplikasi gamifikasi sebagai media pembelajaran pada flipped learning dengan passwordless authentication

Farras Ahmad Naufal - Personal Name; Raden Budiarto Hadiprakoso - Personal Name; I Komang Setia Buana - Personal Name; Ray Novita Yasa - Personal Name;

Kondisi pandemi Covid-19 menyebabkan perubahan model pembelajaran. Mudahnya akses teknologi informasi dan komunikasi juga menyebabkan Flipped learning menjadi model pembelajaran yang populer belakangan ini. Flipped learning memiliki beberapa manfaat di antaranya memberikan fleksibilitas bagi siswa untuk dapat belajar dengan kemampuan mereka sendiri, mendorong siswa lebih aktif dalam diskusi, serta mengurangi kesulitan dengan memperkenalkan beberapa konten untuk dipelajari sebelum sesi di kelas. Namun, flipped learning memiliki permasalahan dimana siswa kurang terlibat aktif dalam proses pembelajaran di luar kelas, serta banyaknya distraksi dari media sosial dan game. Pada penelitian ini, dirancang sebuah aplikasi yang mengimplementasikan elemen gamifikasi di dalam media pembelajaran untuk mendorong keterlibatan siswa dalam pembelajaran flipped learning. Penelitian dilakukan dengan metode research and development untuk mengembangkan sebuah produk aplikasi yang menerapkan elemen gamifikasi sebagai media pembelajaran. Hasil user acceptance test menunjukkan bahwa aplikasi dapat digunakan sebagai media pembelajaran. Hasil kuesioner motivasi belajar menunjukkan bahwa penerapan gamifikasi dapat meningkatkan perhatian siswa terhadap pembelajaran, keyakinan siswa dalam menyelesaikan pelajaran, serta kepuasan terhadap proses pembelajaran. Namun, peningkatan tersebut tidak diikuti dengan peningkatan hasil pembelajaran. Terdapat faktor psikologis lain seperti kondisi emosi, pemahaman yang sudah dimiliki dalam pelajaran, ataupun minat terhadap pelajaran yang dapat mempengaruhi capaian belajar. --

The Covid-19 pandemic has caused a change in the learning model. Easy access to information and communication technology has also made flipped learning a popular learning model these days. Flipped learning has several benefits including providing flexibility for students to be able to learn at their own pace, encouraging students to be more active in discussions, and reducing difficulties by introducing some content to learn before a class session. However, flipped learning has problems where students are less actively involved in the learning process outside the classroom, as well as a lot of distraction from social media and games. In this study, an application was designed that implements gamification elements in learning media to encourage student involvement in flipped learning. The research was conducted using research and development methods to develop an application product that applies gamification elements as a learning media. The results of the user acceptance test show that the application can be used as a learning media. The results of the learning motivation questionnaire show that the application of gamification can increase students' attention to learning, students' confidence in completing lessons, and satisfaction with the learning process. However, this increase was not followed by an increase in learning outcomes. There are other psychological factors such as emotional conditions, understanding already possessed in lessons, or interest in lessons that can affect learning achievement.


Availability

No copy data

Detail Information
Series Title
-
Call Number
2022 FAR r
Publisher
Bogor : Poltek SSN., 2022
Collation
xiii, 78 hlm.
Language
Indonesia
ISBN/ISSN
--
Classification
--
Content Type
-
Media Type
-
Carrier Type
-
Edition
--
Subject(s)
gamifikasi
Flipped Learning
Media Pembelajaran
Passwordless Authentication
Specific Detail Info
-
Statement of Responsibility
Farras Ahmad Naufal
Other version/related

No other version available

File Attachment
No Data
Comments

You must be logged in to post a comment

Repositori Institusi
  • Information
  • Services
  • Librarian
  • Member Area

About Us

Search

start it by typing one or more keywords for title, author or subject

Keep SLiMS Alive Want to Contribute?

© 2025 — Senayan Developer Community

Powered by SLiMS
Select the topic you are interested in
  • Computer Science, Information & General Works
  • Philosophy & Psychology
  • Religion
  • Social Sciences
  • Language
  • Pure Science
  • Applied Sciences
  • Art & Recreation
  • Literature
  • History & Geography
Icons made by Freepik from www.flaticon.com
Advanced Search
Where do you want to share?