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Gamification Learning Framework for Improving Students' Learning Motivation Yurissa, Putri Norma; La Kamadi; Haeruddin, Sofyan
ETDC: Indonesian Journal of Research and Educational Review Vol. 1 No. 2 (2022): March
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (909.998 KB) | DOI: 10.51574/ijrer.v1i2.285

Abstract

The Covid-19 pandemic necessitates full virtual or online learning by educational entities. Students' excitement for studying decreases throughout online learning, making them appear inactive during the learning process. The goal of this study is to see if using gamification in virtual learning may boost students' enthusiasm to learn. This type of study employs classroom action research with a total of 93 students from class IV at MIN 3 Jombang in the odd semester of the 2021/2021 academic year. Questionnaires and observations were employed to obtain data. A questionnaire was employed to conduct this study. Descriptive quantitative data analysis was utilized to analyze the data. The percentage of typical class students' learning motivation increased from 77.84 percent in the first cycle to 90.32 percent in the second cycle, meeting the study's 80 percent success threshold. According to the findings, the use of gamification in learning could improve the learning motivation of fourth-grade students at MIN 3 Jombang.
Instilling Religious and Honest Character Education at MIN 3 Jombang: Using the Hompimpa Alaium Gambreng Game Yurissa, Putri Norma
ETDC: Indonesian Journal of Research and Educational Review Vol. 1 No. 4 (2022): September
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/ijrer.v1i4.426

Abstract

This article discusses the character building of madrasa students through the traditional game of Hompimpa Alaium Gambreng. The purpose of this study was to analyze the effect of the Hompimpa Alaium Gambreng game on changes in the character of students, especially religious characters and honesty. This study uses a mixed approach, namely quantitative and qualitative. According to the results of the research conducted, the Hompimpa Alaium Gambreng game seems to have a significant impact on the cultivation of religious character and honesty. Another benefit of this research is that it can introduce Indonesian traditional culture to students so that it is not forgotten and there are many character values in it. The cultivation of character education requires commitment, continuity, and cooperation between teachers and parents so that the formation of religious character and honesty is not only discourse and can underlie students' ability to achieve superior human resources.
Gamification Learning Framework for Improving Students' Learning Motivation Yurissa, Putri Norma; La Kamadi; Haeruddin, Sofyan
ETDC: Indonesian Journal of Research and Educational Review Vol. 1 No. 2 (2022): March
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/ijrer.v1i2.285

Abstract

The Covid-19 pandemic necessitates full virtual or online learning by educational entities. Students' excitement for studying decreases throughout online learning, making them appear inactive during the learning process. The goal of this study is to see if using gamification in virtual learning may boost students' enthusiasm to learn. This type of study employs classroom action research with a total of 93 students from class IV at MIN 3 Jombang in the odd semester of the 2021/2021 academic year. Questionnaires and observations were employed to obtain data. A questionnaire was employed to conduct this study. Descriptive quantitative data analysis was utilized to analyze the data. The percentage of typical class students' learning motivation increased from 77.84 percent in the first cycle to 90.32 percent in the second cycle, meeting the study's 80 percent success threshold. According to the findings, the use of gamification in learning could improve the learning motivation of fourth-grade students at MIN 3 Jombang.
Instilling Religious and Honest Character Education at MIN 3 Jombang: Using the Hompimpa Alaium Gambreng Game Yurissa, Putri Norma
ETDC: Indonesian Journal of Research and Educational Review Vol. 1 No. 4 (2022): September
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/ijrer.v1i4.426

Abstract

This article discusses the character building of madrasa students through the traditional game of Hompimpa Alaium Gambreng. The purpose of this study was to analyze the effect of the Hompimpa Alaium Gambreng game on changes in the character of students, especially religious characters and honesty. This study uses a mixed approach, namely quantitative and qualitative. According to the results of the research conducted, the Hompimpa Alaium Gambreng game seems to have a significant impact on the cultivation of religious character and honesty. Another benefit of this research is that it can introduce Indonesian traditional culture to students so that it is not forgotten and there are many character values in it. The cultivation of character education requires commitment, continuity, and cooperation between teachers and parents so that the formation of religious character and honesty is not only discourse and can underlie students' ability to achieve superior human resources.