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Strategi Gamifikasi untuk Meningkatkan Kecakapan Bahasa Inggris di Sektor Outsourcing Rojabi, Muhammad Afdan; Wang, Gunawan
Smart Comp :Jurnalnya Orang Pintar Komputer Vol 13, No 3 (2024): Smart Comp: Jurnalnya Orang Pintar Komputer
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/smartcomp.v13i3.6621

Abstract

Foreign language proficiency, particularly in English, stands as a key factor in enhancing the competitiveness of the workforce. However, Indonesian workers are often found to lack fluency in English. Proficiency in the English language is considered a crucial element in preparing for Indonesia's golden era in 2045. The development of English language skills in Indonesia primarily does not occur within the school system but rather more extensively when entering the workforce. This report establishes a correlation highlighting the significance of English language mastery for the Indonesian workforce. The current decline in Indonesia's ranking can be addressed through the implementation of more effective learning methods. Gamification has proven to be a motivating tool for employees to actively participate in the learning process, thereby improving their English language skills and contributing to increased competitiveness. The Motivational Design ARCS (Attention, Relevance, Confidence, Satisfaction) model and the MDA (Mechanic, Dynamic, Aesthetic) framework are used as the basis for designing the gamification user interface in the process of enhancing English language skills. This approach aims to provide a gamification system that motivates employees to engage in language learning.Keywords – Gamification, English Language Proficiency, Outsourcing, ARCS Model, MDA Framework
Gamification to Increase Interest in Learning Mathematics Rojabi, Muhammad Afdan; Wang, Gunawan
Jurnal Pembelajaran Inovatif Vol. 7 No. 1 (2024): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.071.05

Abstract

This study explores the effectiveness of gamification in mathematics learning using the Quizizz platform. The study involved 20 sixth-grade students at MIS Wahdatul Ikhwan Bogor and employed an experimental method with a pretest-posttest design. The analysis results showed a significant improvement in students' learning outcomes after the implementation of gamification. The use of Quizizz not only enhanced students' understanding and performance but also increased their motivation to learn and reduced boredom. The paired sample t-test showed a significance value of 0.000, indicating a significant difference between pretest and posttest scores. These findings suggest that gamification is an effective approach to improving students' learning outcomes and engagement in the mathematics learning process. Teachers are highly encouraged to integrate gamification into their teaching methods to create a more engaging and effective learning experience.