Pengembangan Goalpro Education Game: Mobile Gamification Learning System (MGLS) untuk meningkatkan motivasi belajar model ARCS (Attention, Relevance, Confidence, Satisfaction)
Abstract
kelas X di SMK2 Bangkalan termasuk dalam kategori valid, karena setelah melalui uji kelompok besar terdapat presentase sebesar 90,7%.
Full Text:
PDFReferences
Akbar, S. dan Sriwijaya, H. 2010. Pengembangan Kurikulum dan Pembelajaran Ilmu Pengetahuan Sosial (IPS). Yogyakarta: Cipta Media.
Farida, Khoirunnisa, Y., dan Putra, R. W. Y. 2018. Pengembangan Bahan Ajar Gamifikasi pada Materi Bangun Ruang Sisi Lengkung. Jurnal Penelitian dan Pembelajaran Matematika, 11, 2, 193-204.
Jusuf, H. 2016. Penggunaan Gamifikasi dalam Proses Pembelajaran. Jurnal TICOM, 5, 1, 1-6
Divjak, B. & Tomic, D. 2011. The Impact of Game-Based Learning on the Achievement of Learning Goals and Motivation for Learning MathematicsLiterature Review, dalam Journal of Information and Organization Sciences, 35 (1), hlm. 15-30
Ershel, E & Jamet, E. 2013. Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness. Computers & Education, 156-167.
Hays, R. T. 2005. The effectiveness of instructional games: A literature review and discussion.
Orlando, FL: Naval Air Warfare Center Training Systems Division.
Hidayat, Rahmat. 2018. Game-Based Learning: Academic Games sebagai Metode Penunjang Pembelajaran Kewirausahaan. Buletin Psikologi. Vol. 26, No. 2, 71 – 85. DOI: 10.22146/buletinpsikologi.30988
Kim, S, Song, K, Lockoo, B & Burton, J. 2018. Gamification in Learning and Education: Enjoy Learning Like Gaming. Switzerland: Springer.
Lever-Duffy, Judy. McDonald, Jean B. (2009). Teaching and Learning With Technology. Boston: Pearson Education.
DOI: https://doi.org/10.21107/edutic.v8i2.13026
Refbacks
- There are currently no refbacks.
This work is licensed under a Creative Commons Attribution 4.0 International License.
J. Ilm. Edutic is licensed under a Creative Commons Attribution 4.0 International License.