Penerapan gamifikasi pendidikan adalah salah satu solusi yang secara umum telah diterapkan pada konteks keadaan normal (non-pandemi). Dalam penelitian ini penerapan solusi gamifikasi diuji sebagai alternatif pendekatan pembelajaran praktik pada institusi pendidikan vokasi dalam masa pandemi. Perangkat interaksi berupa purwarupa aplikasi web gamifikasi peralatan konstruksi dibuat dan diujicobakan kepada 82 mahasiswa Politeknik Pekerjaan Umum yang telah mendapatkan mata kuliah Peralatan Konstruksi. Instrumen ukur dikembangkan dengan skala Likert 7-poin untuk mengukur manfaat gamifikasi terhadap motivasi belajar. Hasil uji validitas butir menunjukkan 33 dari 34 butir dalam instrumen valid untuk digunakan (r-hitung r-tabel=0.244), sedangkan hasil uji reliabilitas terhadap 7 (tujuh) dimensi instrumen ukur penelitian menunjukkan bahwa 6 (enam) dimensi reliable untuk digunakan dalam instrumen ukur penelitian (Alpha Cronbach ≥ 0.6 yaitu Interest/Enjoyment=0.823, Perceived Competence=0.804, Pressure/Tension=0.737, Value/Usefullness=0.812, dan Outcome=0.785).The application of educational gamification is a solution that has generally been applied in the context of normal (non-pandemic) circumstances. In this study, the application of gamification solutions was tested as an alternative approach to practical learning in vocational education during the pandemic. An interaction device in the form of a gamification web application prototype for construction equipment was made and tested on 82 Polytechnic of Public Works students who had received the Construction Equipment course. The measuring instrument was developed with a 7-point Likert scale to measure the benefits of gamification on learning motivation. The results of the item validity test show that 33 of the 34 items in the instrument are valid to use (r-count r-table=0.244), while the results of the reliability test on 7 (seven) dimensions of the research measuring instrument show that 6 (six) dimensions are reliable to be used in research measuring instrument (Cronbach's Alpha ≥ 0.6, namely Interest/Enjoyment=0.823, Perceived Competence=0.804, Pressure/Tension=0.737, Value/Usefullness=0.812, and Outcome=0.785).
Based on data from the Semarang City Fire Department in 2013-2016, 1028 fire incidents took place in Semarang City. This incidence reached its highest in 2015 with 399 cases of fire which caused material losses of up to IDR 398.3 billion. Based on these figures, Semarang City possesses the highest incidence rate of fire cases in Central Java Province. However, studies on the risk and mitigation of fire hazard disasters in Semarang City still need to be carried out. This study aims to identify fire risks, to mitigate the disaster’s hazards in Semarang City, and to provide recommendations for arranging relevant buildings and the environment. The method used in this study is a qualitative descriptive method, in which interviews are conducted with key persons, with the utilization of GIS analysis to assess the risk of fire. The results of this study exhibit that in Semarang City, 14 villages have a high level of fire hazard risk, one of which is Rejosari Village which has the highest level of fire risk. This occurred mainly because historically, there have been many fire incidents in this area and even claiming several lives. The density of buildings and the difficulty of access further increase vulnerability in the case of fire. Nevertheless, the inhabitants still lack an understanding of this hazard. Accordingly, the fundamental mitigation to be carried out in Rejosari Village is to increase community comprehension and to consider the addition of fire protection and safety facilities, including hydrants, in densely populated buildings and areas, in order to reduce the risk of fire hazards.
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