2022
DOI: 10.31004/abdira.v2i2.132
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Penerapan Konsep Gamifikasi Nilai Filosofis Seni Reak dalam Pendidikan Budi Pekerti

Abstract: This community service prioritizes the documentation method through observation, interviews, and literature studies, which focusing on implementing of gamification in character building education that elevates the philosophical values of Reak's performing arts as its main content. This is closely related to the implementation of the preservation of local wisdom from an early age to the younger generation. A qualitative method with an ethnographic approach through in-depth interviews, focus group discussions by… Show more

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Cited by 2 publications
(2 citation statements)
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“…The understanding of gamification includes using game elements to solve problems other than games (Faiqah et al, 2019) so that the learning process becomes interesting (Rahimah Wahid, 2019) to increase motivation (Marisa et al, 2020), (Ardiana & Loekito, 2020). Several studies related to character education have been carried out, including the application of gamification (Seva & Siga, 2022), (Syaefullah & Huda, 2021), teaching and learning processes using applications in the cloud, such as Kahoot (Faiqah et al, 2019), (Bicen & Kocakoyun, 2018), (Annasaii Jamar & Mohd Aderi Che Noh, 2021) and Quizziz (Sanchez et al, 2020(Sanchez et al, ), (mei et al, 2018 or develop their web-based applications (Fitriati et al, 2021) to support specific teaching and learning (Arif & Rosyid, 2019), (Ngadengon et al, 2021). For users to access gamification products, the web application that has been made is deployed on a server and can be accessed via an internet connection at a certain URL address (Salsabila & Intani, 2019), (adhi, 2020.…”
Section: Discussionmentioning
confidence: 99%
“…The understanding of gamification includes using game elements to solve problems other than games (Faiqah et al, 2019) so that the learning process becomes interesting (Rahimah Wahid, 2019) to increase motivation (Marisa et al, 2020), (Ardiana & Loekito, 2020). Several studies related to character education have been carried out, including the application of gamification (Seva & Siga, 2022), (Syaefullah & Huda, 2021), teaching and learning processes using applications in the cloud, such as Kahoot (Faiqah et al, 2019), (Bicen & Kocakoyun, 2018), (Annasaii Jamar & Mohd Aderi Che Noh, 2021) and Quizziz (Sanchez et al, 2020(Sanchez et al, ), (mei et al, 2018 or develop their web-based applications (Fitriati et al, 2021) to support specific teaching and learning (Arif & Rosyid, 2019), (Ngadengon et al, 2021). For users to access gamification products, the web application that has been made is deployed on a server and can be accessed via an internet connection at a certain URL address (Salsabila & Intani, 2019), (adhi, 2020.…”
Section: Discussionmentioning
confidence: 99%
“…The understanding of gamification includes using game elements to solve problems other than games [13] so that the learning process becomes interesting [14] to increase motivation [3], [15]. Several studies related to character education have been carried out, including the application of gamification [16], [17], teaching and learning processes using applications in the cloud, such as Kahoot [13], [18], [19] and Quizziz [20], [21] or develop their web-based applications [22] to support specific teaching and learning [23], [24]. For users to access gamification products, the web application that has been made is deployed on a server and can be accessed via an internet connection at a certain URL address [25], [26].…”
Section: B Qualtitaive-descriptivementioning
confidence: 99%