Rekursif: Jurnal Informatika
Vol 11 No 2 (2023): Volume 11 Nomor 2 November 2023

Penerapan Konsep Gamifikasi Pada Pembelajaran Merangkai Kata dan Kalimat Aksara Kaganga Rejang Berbasis Android (Studi Kasus: SDN 17 Rejang Lebong)

Andreswari, Desi (Unknown)
Coastera, Funny Farady (Unknown)
Juwita, Fatma (Unknown)



Article Info

Publish Date
30 Nov 2023

Abstract

Abstract: The Ulu script (Kaganga) is one of the heritage scripts in the Southern (coastal) Sumatra region. There are several types of this script, namely Kaganga Rejang, Kaganga Lampung, Kaganga Serawai, Kaganga Pasemah and Kaganga Palembang. In Rejang Lebong, efforts are made to preserve and study Kaganga Rejang in schools as a Local Content subject. However, the lack of interest and low motivation to learn is a factor in hindering the learning process in students. Gamification is the application of concepts by incorporating game elements into non-game problems that have been proven to increase user motivation and retention. Therefore, there is a need for an application for learning the Kaganga Rejang script with a gamification concept that can help students in the learning process. The test results using the SUS (System Usability Scale) method are grade scale "B" and adjective "Excellent" with a score of 70 for material experts and 70.71 for students. Keywords: Kaganga Rejang, Gamification, Android, Application, Game.

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Journal Info

Abbrev

rekursif

Publisher

Subject

Computer Science & IT Control & Systems Engineering Electrical & Electronics Engineering

Description

Rekursif adalah jurnal ilmiah yang diterbitkan oleh Program Studi Informatika, Fakultas Teknik, Universitas Bengkulu. Rekursif menerima artikel ilmiah dengan topik; Informatika, Sistem Informasi, dan Teknologi Informasi dari peneliti, dosen, guru, dan mahasiswa. Rekursif diterbitakan secara berkala ...