Maha Widya Bhuwana: Jurnal Pendidikan, Agama dan Budaya
Vol 2, No 2 (2019): Vol 2, No 2 (2019)

METODE GAMIFIKASI BERBASIS TRI HITA KARANA SEBAGAI ALTERNATIF PEMBELAJARAN ABAD 21

Made Suarmini (Sekolah Tinggi Agama Hindu Negeri Mpu Kuturan Singaraja)



Article Info

Publish Date
17 Feb 2020

Abstract

Gamification is the use of game metaphors, game elements and ideas in non-game contexts aimed at increasing user interaction. In the learning process, gamification can mean game elements (eg points, leaderboard, and medals) that can be used in a non-game learning context to increase student motivation and student involvement in the classroom. Using “Tri Hita Karana” as an additional element in applying gamification aims to introduce and instill existing cultural values to students. With innovations used in the learning process can help to increase students' interest and motivation in learning. Therefore, Tri Hita Karana-based Gamification is an alternative learning that can be used in the classroom.

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Journal Info

Abbrev

bhuwana

Publisher

Subject

Education

Description

MAHA WIDYA BUWANA : Jurnal Pendidikan, Agama dan Budaya dikelola oleh Program Pascasarjana STAHN Mpu Kuturan Singaraja yang dijadikan referensi dan kajian ilmiah dalam menganalisis serta memecahkan berbagai masalah pendidikan, Agama Hindu dan budaya yang semakin kompleks. ...