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Clean and healthy living culture education to protect the students from Covid-19 in senior high school of Muhammadiyah II, Beji, Depok Untari, Sri Isti; Praptiwi, Rahma Nur; Rahmi, Iftita; Ariyanti, Tika Dwi
Community Empowerment Vol 6 No 5 (2021)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (404.546 KB) | DOI: 10.31603/ce.5022

Abstract

At the end of 2019 the world's population was tested by the presence of the Covid-19 virus, which in a short time was classified as a pandemic by the World Health Organization (WHO). Millions of people have been affected by the infection and also tens of thousands have died. One of the preventions of transmission of the Covid-19 virus is by implementing a culture of clean living and implementing strict health protocols. Meanwhile, the fact is that the implementation of a culture awareness of clean living and health protocols is still low. The purpose of this activity is to provide knowledge of senior high school of Muhammadiyah II Beji-Depok students about clean and healthy living habits and also to provide assistance in adding hand washing and ablution facilities. This community service activity was carried out face-to-face and was carried out from August to December 2020. The result of this activity was the implementation of socialization related to the culture of clean living, giving free masks, and the construction of hand washing facilities.
Gamification as an alternative to increase students’ motivation: a scoping review Rahmi, Iftita; Rimenda, Tetty; Ariyanti, Tika Dwi
Journal of Education and Learning (EduLearn) Vol 19, No 2: May 2025
Publisher : Intelektual Pustaka Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/edulearn.v19i2.21771

Abstract

Gamification is the process of adding game-like features and mechanics in non-game contexts, such as learning, training, or marketing, to make them more engaging, enjoyable, and effective. This scoping review aims to investigate the impact of gamification on student motivation and identify the most frequently used and effective elements of gamification in educational contexts. A systematic search was conducted using five databases: Emerald, Scopus, Sage, Garuda, and Google Scholar. The preferred reporting items for systematic reviews and meta-analyses extension for scoping reviews (PRISMA-ScR) guidelines were followed. The review included 25 articles that met the inclusion criteria. The findings suggest that gamification can positively influence student motivation and engagement. However, the effectiveness of gamification elements varies across different contexts and learners. Points, levels, and leaderboards are among the most commonly used elements, but their impact on intrinsic motivation remains debatable. The review highlights the need for further research to understand the specific factors that contribute to the success or failure of gamification in education. The insights gained from this review can serve as a foundation for developing effective gamification-based educational materials that cater to the diverse needs of learners and foster their motivation to learn.