Penerapan Gamifikasi untuk Meningkatkan Motivasi dan Kolaborasi pada Siswa Sekolah Dasar

Gamification has become an increasingly popular approach in education, aiming to increase student motivation and engagement through the application of game elements in non-game contexts. This article explores the application of gamification in educational settings, particularly in primary schools. In today’s digital age, gamification is increasingly popular and widely applied in various sectors, including education. Gamification Refers to the application of game elements and mechanisms in non-game contexts. With great potential to improve student learning outcomes, gamification focuses specifically on motivation and engagement. Carefully designed game elements can engage students in the subject matter, encourage them to actively learn, and develop 21st century skills such as creativity, problem solving, and collaboration. However, the application of gamification must be done carefully, considering various factors such as learning objectives, student characteristics, and resource availability. Despite the challenges, gamification has great potential to change the way we interact with various systems and services. With careful planning and proper implementation, gamification can be an effective tool to improve motivation, engagement, and learning outcomes. It is important to remember that gamification is not a solution to all problems in education; it should be used as an additional tool that supports quality learning. Through case studies in several elementary schools, this article shows that the use of gamification elements such as points, badges, and leaderboards can create a more interactive and enjoyable learning environment.

Authors

Institutions

Publication Details

Journal
ALACRITY Journal of Education
Published
2024-09-15
DOI
https://doi.org/10.52121/alacrity.v4i3.415
Citations
3
Primary Topic
Blockchain Technology in Education and Learning
Type
article
Field-Weighted Citation Impact
2.34
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Penerapan Gamifikasi untuk Meningkatkan Motivasi dan Kolaborasi pada Siswa Sekolah Dasar

Lovandri Dwanda Putra, Faqih Nur Hidayat, Iqlima Nurul Izzati, M. Alam Ramadhan
3 citations
ALACRITY Journal of Education
Blockchain Technology in Education and Learning
2.34
article

Penerapan Gamifikasi untuk Meningkatkan Motivasi dan Kolaborasi pada Siswa Sekolah Dasar

Lovandri Dwanda Putra, Faqih Nur Hidayat, Iqlima Nurul Izzati, M. Alam Ramadhan
article en
3 citations

Abstract

Gamification has become an increasingly popular approach in education, aiming to increase student motivation and engagement through the application of game elements in non-game contexts. This article explores the application of gamification in educational settings, particularly in primary schools. In today’s digital age, gamification is increasingly popular and widely applied in various sectors, including education. Gamification Refers to the application of game elements and mechanisms in non-game contexts. With great potential to improve student learning outcomes, gamification focuses specifically on motivation and engagement. Carefully designed game elements can engage students in the subject matter, encourage them to actively learn, and develop 21st century skills such as creativity, problem solving, and collaboration. However, the application of gamification must be done carefully, considering various factors such as learning objectives, student characteristics, and resource availability. Despite the challenges, gamification has great potential to change the way we interact with various systems and services. With careful planning and proper implementation, gamification can be an effective tool to improve motivation, engagement, and learning outcomes. It is important to remember that gamification is not a solution to all problems in education; it should be used as an additional tool that supports quality learning. Through case studies in several elementary schools, this article shows that the use of gamification elements such as points, badges, and leaderboards can create a more interactive and enjoyable learning environment.

ALACRITY Journal of Education
Universitas Ahmad Dahlan (ID)
Openalex Percentile: Top 9%
Blockchain Technology in Education and Learning
2.34
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.