Utilization of the Maze Chase Wordwall Online Gamification Feature as a Digital Learning Medium for Statistics and Probability Subject
DOI:
https://doi.org/10.46961/mediasi.v2i1.254Keywords:
Gamification, Digital Learning Media, Online Gamification Platform, e-learning,Abstract
Gamification is a process of combining in-game rules, namely patterns, design, and game mechanics that aim to changing non-game activities into learning activities to make them more attractive to users. That is what we want to prove in this research because games are believed to provide various benefits from the psychological aspects of user both cognitively, emotionally, and socially, so that they can increase the interest and interactivity of students. The method used is descriptive quantitative. There are several online gamification platforms that are widely used, one of which is “wordwall”. The author makes use of one of the online features on the platform and then evaluates learning outcomes. The result of the study shows that the value as a benchmark for learning outcomes obtained by students after the application of the gamification feature is greater than before the online gamification feature was implemented.
References
Hamari, J., Koivisto, J., & Sarsa, H (2014). Does Gamification Work? A Literature Review of Empirical Studies on Gamification Dalam Proceedings of the 47th Hawaii International Conference on System Sciences, Hawaii, USA, January 6-9, 2014.
Heilbrunn, B., Herzig, P., & Schill, A. (2017). Gamification Analytics - Methods and Tools for Monitoring and Adapting Gamification Designs. Switzerland: Springer Interna
Jusuf, H. (2016). Penggunaan Gamifikasi dalam Proses Pembelajaran. Jurnal TICOM , Vol. 5 No.1.
Juul, J. (2003). The Game, the Player, the World: Looking for a Heart of Gameness. Dalam Proceedings of Level Up: Digital Games Research Conference, hal. 30—45. Diakses: 2/11/2014 melalui http://www.jesperjuul.net/text/gameplayerworld/
Kim, S., Song, K., Lockee, B., & Burton, J. (2018). Gamification in Learning and Education: Enjoy Learning Like Gaming. Switzerland: Springer International Publishing.
Lee, J.J; Hammer, J. (2011). Gamification in Education: What, How, Why Bother? Acad. Exch. Q. 152.
S.L. Suniyah (2020). Media Pembelajaran Daring Berorientasi Evaluasi Pembelajaran pada Mata Pelajaran PAI di Tingkat Pendidikan Dasar. Madani Journal. Diakses pada e-jurnal.unisda.ac.id.
Takahashi, D. (2010). Gamification Gets Its Own Conference. Venture Beat.
Wordwall. (2020). Create Better Lessons Quicker. Diakses melalui https://wordwall.net. 2020
Downloads
Published
How to Cite
Issue
Section
Citation Check
License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Authors who publish with MEDIASI agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this MEDIASI.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).