2021
DOI: 10.31328/jointecs.v6i3.2459
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Strategi Gamifikasi Sebagai Peningkatan Motivasi Kuliah Pemrograman Website Pada Masa Pandemi Covid19

Abstract: Pandemi Covid-19 masih menjadi wabah yang membahayakan manusia sehingga menjadi tantangan khusus dan menuntut adanya perubahan pada berbagai bidang masyarakat. Pendidikan menjadi salah satu bidang yang terdampak oleh pandemi ini. Aktivitas belajar mengajar harus dilakukan secara daring yang mengakibatkan kualitas belajar mengajar menjadi tidak maksimal. Perkuliahan daring sudah dilakukan lebih dari satu tahun. Model kuliah ini ternyata telah menurunkan motivasi belajar mahasiswa karena dianggap menjenuhkan seh… Show more

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Cited by 7 publications
(9 citation statements)
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“…Gamification is not about turning certain activities into games but redesigning those activities to be more fun and interactive [31]. Gamification can be in the form of products, ways of thinking, processes, experiences, ways of design, and systems simultaneously involved in using game elements to solve non-game problems [32] [33]. Gamification has similarities with regular games in terms of playing a game.…”
Section: Gamificationmentioning
confidence: 99%
“…Gamification is not about turning certain activities into games but redesigning those activities to be more fun and interactive [31]. Gamification can be in the form of products, ways of thinking, processes, experiences, ways of design, and systems simultaneously involved in using game elements to solve non-game problems [32] [33]. Gamification has similarities with regular games in terms of playing a game.…”
Section: Gamificationmentioning
confidence: 99%
“…Konsep bukan game dalam gamifikasi tersebut mengarah pada penyampaian konteks materi pembelajaran. Seperti diungkapkan oleh Purwono, et. al (2021) agar peserta didik mudah memahami konteks materi, maka konsep gamifikasi perlu diintegrasikan dengan lingkungan bukan game, misalnya seperti e-learning untuk menyajikan konteks materi pembelajaran.…”
Section: A Gamifikasiunclassified
“…Selain memahaman materi secara menyenangkan, konsep gamifikasi juga dapat meningkatkan keaktifan peserta didik dalam kegiatan pembelajaran, sehingga peserta didik mendapatkan pengalaman yang menyenangkan (Papadakis & Kalogiannakis, 2018;Purwono, Setyawati, Nisa, & Wulandari, 2021). Keaktifan peserta didik tersebut dapat mendorong terbentuknya sikap disiplin, tanggungjawab, kerjasama, kemandirian dan lain sebagainya.…”
Section: A Gamifikasiunclassified
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“…The Covid-19 pandemic has caused significant changes in Indonesia [1], and the rapid development of software and computer applications during this pandemic era has led the government to develop a mobile health application called SATUSEHAT Mobile, formerly known as PEDULILINDUNGI, officially renamed by the Ministry of Health on March 1, 2023 [2]. This program monitors the spread of the Covid-19 virus, provides vaccination information, and identifies the zones of different areas.…”
Section: Introductionmentioning
confidence: 99%