<span id="docs-internal-guid-57cf7ea4-7fff-cb97-fd35-9171be281dcd"><span>Gamification is a game element but is included in non-game contexts because it is used as an effective motivational tool. The performance performed by using gamification becomes more attractive to users. The focus of the problem is determined by the researcher based on the field of education with the object of research being a homeroom teacher. Education standards at the level required by all stakeholders, especially learning assessment. The urgency of students who are entitled to an assessment from the teacher and easily known by the school and forwarded to parents. The approach taken with a qualitative study provides a more detailed explanation to homeroom teachers about problem solutions to place gamification in student learning assessments. Data were collected based on experiments with several homeroom teachers feeling and exploring media. The finding of homeroom responses who are very satisfied with gamification provides encouragement in entering students' grades in a fun way. From the results of the study, it can be concluded that the application of gamification strategies in which homeroom teachers conduct learning assessments triggers interest in fun characters, overcomes boredom with challenges and competition, gains new knowledge, and improves thinking skills to strengthen social interaction.</span></span>
Abstrak Tujuan penelitian ini memberikan gambaran mengenai implementasi konsep gamifikasi. Penggunaan gamifikasi dalam memacu motivasi siswa untuk belajar dengan kompetitif dan menyenangkan. Metodologi yang digunakan dalam mempelajari efek elemen dalam game untuk pendidikan. Penelitian yang menitikberatkan proses belajar mengajar siswa sekolah dasar dengan materi numerasi operasi hitung melibatkan unsur dari permainan. Penggunaan gamifikasi dalam media pendidikan di sekolah dasar memberikan manfaat yang besar. Siswa yang merasakan metode gamifikasi lebih memiliki motivasi belajar, interaksi dengan pengguna, dan efek sosial lainnya. Elemen gamifikasi seperti poin, lencana, peringkat dan level telah digunakan dalam e-learning. Sehingga penelitian menggunakan metode gamifikasi diperlukan sebagai prosedur yang dilakukan untuk mencapai tujuan dari pembelajaran numerasi. Abstract The purpose of the study is to provide an overview of the implementation of the concept of gamification. The use of gamification in stimulating students' motivation to learn in a competitive and fun way. Methodology used in studying the effects of in-game elements for education. Research that focuses on the teaching and learning process of elementary school students with arithmetic operations numeracy material involves elements of the game. The use of gamification in educational media in primary schools provides great benefits. Students who feel the gamification method is more motivated to learn, interact with users, and other social effects. Gamification elements such as points, badges, rankings and levels have been used in e-learning. So that research using the gamification method is needed as a procedure carried out to achieve the goals of numeracy learning.
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