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Avia Saga: A Gamified Mobile-Based Learning Management System Oswald, Putra Aldo; Gunawan, Dennis
IJNMT (International Journal of New Media Technology) Vol 11 No 1 (2024): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ijnmt.v11i1.3675

Abstract

The usage of Learning Management Systems (LMS) has increased since the Covid-19 pandemic. LMS have drawbacks despite the advantages they provide. To fully support the advantages they provide, students must be motivated and involved. Adding gamification to the LMS is one way to potentially solve this issue. The MDA framework and Octalysis are combined in this research's gamification approach. The application, named Avia Saga, was designed and built using Flutter and Spring Boot as a mobile application. A trial of the application was conducted with 38 students majoring in Informatics. The evaluation of the application was done using the Hedonic-Motivation System Adoption Model (HMSAM) with a Likert scale. The research results revealed a 7% increase in the behavioral intention to use category, suggesting a greater inclination for reusing the application, and an 11.7% increase in the immersion category, indicating elevated sentiments of users being carried away by the ambiance while using the application.
Mengeksplorasi Dampak Teknologi Pembelajaran Aktif di Institusi Pendidikan Kejuruan Menengah Wahyudi, Mochamad; Purnama, Rachmat Adi; Atrinawati, Lovinta Happy; Gunawan, Dennis
Jurnal MENTARI: Manajemen, Pendidikan dan Teknologi Informasi Vol 2 No 2 (2024): Maret
Publisher : Pandawan Sejahtera Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/mentari.v2i2.458

Abstract

Di era digital, teknologi pembelajaran aktif merupakan kunci transformasi pendidikan, terutama di sekolah kejuruan menengah, namun implementasinya masih memerlukan penelitian lebih lanjut. Penelitian ini bertujuan untuk menilai efektivitas teknologi pembelajaran aktif dalam pendidikan kejuruan menengah, terutama dalam konteks pengembangan motivasi karir siswa. Dengan pendekatan mixed-methods, penelitian mengkombinasikan survei skala Likert dan wawancara mendalam, menilai pengalaman dan persepsi siswa serta guru terhadap teknologi. Survei mengukur keterlibatan, motivasi belajar, dan persepsi efektivitas pembelajaran, sementara wawancara mendalam menggali pengalaman dan tantangan dalam implementasi teknologi. Penelitian ini melibatkan 150 siswa dan 30 guru dari berbagai institusi kejuruan untuk memastikan representasi yang luas dari berbagai program studi, tahun ajaran, dan latar belakang guru. Hasil penelitian mengindikasikan bahwa teknologi pembelajaran aktif signifikan dalam meningkatkan keterlibatan dan motivasi siswa, dengan siswa menyoroti interaktivitas dan kolaborasi sebagai aspek positif. Guru juga mencatat peningkatan partisipasi dan interaksi di kelas. Namun, tantangan seperti kebutuhan pelatihan guru yang komprehensif dan peningkatan infrastruktur teknologi teridentifikasi. Penelitian ini menegaskan pentingnya mengintegrasikan teknologi pembelajaran aktif dalam pendidikan kejuruan menengah dan menekankan perlunya pendekatan holistik, melibatkan pelatihan guru yang efektif, kurikulum adaptif, dan infrastruktur yang memadai, untuk memaksimalkan potensi pendidikan dengan teknologi.
Microsoft Excel Learning Application Design with Android Based using Gamification Method Permana, Angga; Rizal, Mochamad; gunawan, Dennis
The Indonesian Journal of Computer Science Vol. 12 No. 5 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i5.3374

Abstract

Microsoft excel is software can support performance in data processing, microsoft excel provides formulas and function that can be used to facilitate perfomance in data processing. Utilization of microsoft excel can be used in every day life in business and educational activities. Microsoft excel can perform arithmetic calculation, so can simplifying the assessment results and as an alternative that can provide maximum results. The purpose of this research is design and build a microsoft excel learning application with the gamification method to increase behavioral intention to use and immersion in the learning process to provide an alternative learning process in learning formulas and functions in microsoft excel. The method used in this study was designed and built with the gamification method using the six steps to gamification framework developed by Kevin Werbach in 2016. The results of this learning application have been evaluated by 32 respondents by filling out a survey based on the Hedonic Motivation System Adoption Model. From the survey, 77.5% were obtained for the behavioral intention to use aspect and 64.53% were obtained for the immersion aspect. The conclusion of this study in implementing gamification using the six steps to gamification framework states that they agree with evidence of 77.5% for the behavioral intention to use aspect and 64.53% for the immersion aspect.