Persepsi Mahasiswa Terhadap Penerapan Metode Gamifikasi Bertema Harry Potter pada Mata Kuliah Konsep Dasar Bahasa Indonesia Sekolah Dasar

The purpose of this study is to explore the method of applying gamification using the Harry Potter theme from the perspective of students, and explore the benefits of the gamification method using the Harry Potter theme from the perspective of students. The research method is qualitative with the instruments used being questionnaire sheets, interview sheets and documentation. The data collected is analyzed through several processes, namely data reduction, data presentation, and conclusion drawn. Based on the results of the questionnaire and interview, it can be concluded that 80% of students know the gamification method, then 90% of students stated that the Harry Potter-themed gamification method can increase student motivation, then 90% of students stated that the Harry Potter-themed gamification method can help students understand the material, 88% of students also stated that lecturers' innovations in designing Harry Potter-themed games, and 88% of students stated that gamification can change students' attitudes during Learning

Authors

Publication Details

Journal
Indo-MathEdu Intellectuals Journal
Published
2024-12-23
DOI
https://doi.org/10.54373/imeij.v5i6.2397
Primary Topic
Educational Methods and Media Use
Type
article
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article

Persepsi Mahasiswa Terhadap Penerapan Metode Gamifikasi Bertema Harry Potter pada Mata Kuliah Konsep Dasar Bahasa Indonesia Sekolah Dasar

Nugrananda Janattaka, Nourma Oktaviarini, Aditya Pringga Satria
Indo-MathEdu Intellectuals Journal
Educational Methods and Media Use
article

Persepsi Mahasiswa Terhadap Penerapan Metode Gamifikasi Bertema Harry Potter pada Mata Kuliah Konsep Dasar Bahasa Indonesia Sekolah Dasar

Nugrananda Janattaka, Nourma Oktaviarini, Aditya Pringga Satria
article en

Abstract

The purpose of this study is to explore the method of applying gamification using the Harry Potter theme from the perspective of students, and explore the benefits of the gamification method using the Harry Potter theme from the perspective of students. The research method is qualitative with the instruments used being questionnaire sheets, interview sheets and documentation. The data collected is analyzed through several processes, namely data reduction, data presentation, and conclusion drawn. Based on the results of the questionnaire and interview, it can be concluded that 80% of students know the gamification method, then 90% of students stated that the Harry Potter-themed gamification method can increase student motivation, then 90% of students stated that the Harry Potter-themed gamification method can help students understand the material, 88% of students also stated that lecturers' innovations in designing Harry Potter-themed games, and 88% of students stated that gamification can change students' attitudes during Learning

Indo-MathEdu Intellectuals JournalVol. 5(6)
Quality Education
Openalex Percentile: Top 62%
Educational Methods and Media Use
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Persepsi Mahasiswa Terhadap Penerapan Metode Gamifikasi Bertema Harry Potter pada Mata Kuliah Konsep Dasar Bahasa Indonesia Sekolah Dasar — Nugrananda Janattaka, Nourma Oktaviarini, et al. · Indo-MathEdu Intellectuals Journal (2024) | TGRS Research Map | TGRS