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Penggunaan Gamifikasi Dalam Proses Pembelajaran Jarak Jauh Untuk Meningkatkan Motivasi dan Literasi Digital Siswa Nainggolan, Grecia Angelika; Hafidza, Nadhira; Br Bangun, Yosinda Naberti; Simorangkir, Chalerina
Madani: Jurnal Ilmiah Multidisiplin Vol 2, No 12 (2025): Januari
Publisher : Penerbit Yayasan Daarul Huda Kruengmane

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Abstract

Gamification has become one of the innovative methods in education, especially in the context of distance learning (PJJ). In this article, we explore the application of gamification in the learning process to improve students' learning motivation and digital literacy. This study was conducted by researchers from the Faculty of Education, State University of Medan, with data collected from various trusted sources and the results of mini-research on Jalan Elang Ujung Perumnas Mandala Medan. Gamification has emerged as an innovative method in education, especially in the context of distance learning (PJJ). The study conducted by researchers from the Education Science, State University of Medan, explores the application of gamification to improve students' learning motivation and digital literacy. Gamification refers to the use of game elements in non-game contexts to increase engagement and motivation. In education, this can include the use of points, badges, and challenges that encourage students to participate more actively in the learning process. The results of the study showed that the application of gamification can significantly increase students' learning motivation. The combination of good digital literacy and high reading interest contributed to this increase in motivation, with digital literacy having an influence of 46.8% and reading interest of 46.2%. Students who have digital literacy skills tend to be more confident in learning new material, while increasing interest in reading can be encouraged through gamification which makes the learning process more interesting and interactive. Thus, the application of gamification in education has proven to be effective in creating a dynamic and interesting learning environment, so that students are motivated to be actively involved in the learning process.
The Impact Of Excessive Smartphone Use On Productivity And Completion Of Academic Tasks Nainggolan, Grecia Angelika
Journal of Smart Education and Emerging Technology Vol 1 No 2 (2026) : January
Publisher : PT. Global Research Collaboration

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66314/jseet.v1i2.260

Abstract

Background/Context: The rapid development of digital technology has made smartphones an inseparable part of students' daily lives, both for academic and entertainment purposes, potentially leading to excessive use that may affect learning effectiveness and productivity. Objective/Purpose: This study aims to analyze the impact of excessive smartphone use on students' productivity and the completion of academic tasks. Method: This study employed a quantitative approach with a survey design, involving 33 respondents selected using a non-probability sampling technique. Data were collected through a Likert-scale questionnaire that had been tested for validity and reliability, and analyzed using descriptive statistics and simple linear regression. Results: The results indicate that excessive smartphone use does not have a statistically significant effect on students' productivity or the completion of academic tasks. Conclusion: Although no significant effect was found, effective and responsible smartphone use remains important to support optimal academic performance and minimize potential distractions.