PERSEPSI MAHASISWA TERHADAP PENERAPAN METODE GAMIFIKASI BERTEMA HARRY POTTER PADA MATA KULIAH KONSEP DASAR BAHASA INDONESIA SD

The purpose of this research is to explore the method of implementing gamification using the Harry Potter theme from the student's perspective, and explore the benefits of the gamification method using the Harry Potter theme from the student's perspective. Based on the results of questionnaires and interviews, 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 the innovation of lecturers in designing Harry Potter-themed games, and 88% of students stated that gamification can change student attitudes during learning.

Authors

Publication Details

Journal
caXra Jurnal Pendidikan Sekolah Dasar
Published
2024-12-31
DOI
https://doi.org/10.31980/caxra.v4i2.2171
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
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article

PERSEPSI MAHASISWA TERHADAP PENERAPAN METODE GAMIFIKASI BERTEMA HARRY POTTER PADA MATA KULIAH KONSEP DASAR BAHASA INDONESIA SD

Nugrananda Janattaka, Eka Yuliana Sari, Nourma Oktaviarini, Aditya Pringga Satria
caXra Jurnal Pendidikan Sekolah Dasar
Educational Methods and Media Use
article

PERSEPSI MAHASISWA TERHADAP PENERAPAN METODE GAMIFIKASI BERTEMA HARRY POTTER PADA MATA KULIAH KONSEP DASAR BAHASA INDONESIA SD

Nugrananda Janattaka, Eka Yuliana Sari, Nourma Oktaviarini, Aditya Pringga Satria
article en

Abstract

The purpose of this research is to explore the method of implementing gamification using the Harry Potter theme from the student's perspective, and explore the benefits of the gamification method using the Harry Potter theme from the student's perspective. Based on the results of questionnaires and interviews, 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 the innovation of lecturers in designing Harry Potter-themed games, and 88% of students stated that gamification can change student attitudes during learning.

caXra Jurnal Pendidikan Sekolah DasarVol. 4(2)
Quality Education
Openalex Percentile: Top 61%
Educational Methods and Media Use
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