Gamification-Based Learning Media in Object-Oriented Programming Subjects to Increase Learning Motivation of VHS Students

被引:0
|
作者
Elmunsyah, Hakkun [1 ]
Rosyid, Harits Ar [1 ]
Fitranti, Annisa [1 ]
Setlhatlhanyo, Keiphe Nani [2 ]
机构
[1] Univ Negeri Malang, Dept Elect Engn, Malang, Indonesia
[2] Univ Leeds, Dept Ind Design & Technol, Leeds, W Yorkshire, England
来源
2021 7TH INTERNATIONAL CONFERENCE ON ELECTRICAL, ELECTRONICS AND INFORMATION ENGINEERING (ICEEIE 2021) | 2021年
关键词
Learning media; Gantification; OOP; Motivation to learn;
D O I
10.1109/ICEEIE52663.2021.9616970
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
The results of observations and interviews of learning media for Object-Oriented Programming subjects at Vocational high school (VHS) Malang City indicate a lack of innovation in the learning media used. Therefore, it is necessary to innovate learning media that can be accessed anywhere, anytime, and build engagement with students to foster student learning motivation. The concept of gamification in combining learning and games can be one of the best innovations to maximize the process. This development research uses the ADDLE (Analyze, Design, Development, Implementation, Evaluation) model. The results showed that the product developed according to the learning media expert was stated in a very valid category. The material expert's assessment stated that it was in a valid category. In the feasibility test, the test results on the small group test subjects stated that the development results were in a very feasible category and the large group obtained a very feasible category as well. Measurement of students' learning motivation in small groups, got the "Good" category. In the large group, the score for measuring learning motivation was obtained in the motivation category at the "Good" level.
引用
收藏
页码:133 / 138
页数:6
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