<p class="0abstract"><span lang="EN-US">Gamification has become a new trend in learning in the 21st century, by utilizing technology with game elements to change behavior and support learning outcomes. However, few researchers have focused on the comprehensive impact of gamification in helping researchers to better understand developments over the past few years. The ScienceDirect, Taylor and Francis, Springer, Wiley, and SAGE publisher databases were surveyed and a total of forty articles from 2016-2021, were selected for review. </span><span lang="EN-US">Data analysis using NVivo 12 Plush software, with Hierarchy Chart and Mind Map methods. The main findings indicate the positive impact of gamification on student behavior and learning outcomes, including affective, cognitive, behavioral, and performance or others. The researcher recommends the continuity of gamification on learning outcomes and behavior, that interface design and teacher cognitive abilities are strategies or successful learning.</span></p>
The purpose of this research was to find out the significant and positive correlation between student perception about parenting parents and learning achievement, learning habits and learning achievement, and student perception about parenting parents and learning habits together with learning achievement thematic of fourth grade students SD Muhammadiyah Metro Central. The type of research was ex-post facto correlation. Population was 230 and sample was 70 students. Data collection techniques used observation, questionnaire and documentation studies. Data analysis technique used was product moment correlation and multiple correlation. The results showed that there was a significant and positive correlation between student perception about parenting parents and learning achievement indicated at low level, there was a significant and positive correlation between learning habits and learning achievement indicated at low level, and there was a significant and positive correlation between student perception about parenting parents and learning habits together with learning achievement indicated at moderate level. Keywords: Learning achievement, study habits, parenting parents
One of electrical system character is that it is visually unobservable, but the change it brings can be detected. When analyzing the change in each component is presented as the difference of final result from their specifications. Thus the difficulties of understanding Ignition System with Contact Breaker (ISCB) working concept and failure analysis can be solved with Information Media Literacy (IML) using Problem-based Learning (PBL) approach. This research was conducted on 76 K-11 (± 19-21 years old) as experiment group. The results indicated that students' conceptual comprehension posttest score statistically shows the significance of ISCB. The implication of Information Media Literacy, designed to solve problems in the contact breaker ignition system, is that it can effectively help students by facilitating conceptual ability.
Penelitian ini bertujuan untuk mengetahui proses pengembangan, kelayakan dan respon peserta didik terhapdap media pembelajaran interaktif IPA materi organ gerak manusia menggunakan Adobe Flash CS3 di kelas V SD/MI. Jenis penelitian ini merupakan penelitian pengembangan (RD) menggunakan model borg and gall. Subjek yang digunakan dalam penelitian ini adalah peserta didik kelas V SDN 1 Harapan Jaya Bandar Lampung dengan teknik pengumpulan data berupa angket. Teknik analisis data dalam pengembangan ini adalah mendeskripsikan semua pendapat, saran dan tanggapan evaluator serta respon dari peserta didik. Hasil penelitian menunjukkan bahwa media pembelajaran interaktif berbasis Adobe Flash CS3 pada pelajaran IPA materi organ gerak manusia memperoleh rata-rata nilai dari ahli materi sebesar 95,45% dikategorikan sangat layak, rata-rata ahli media 95,55% dengan kategori sangat layak, dan rata-rata penelitian guru 83% sangat layak. Sedangkan penilaian yang diberikan oleh peserta didik pada tahap uji kelompok kecil 84,77% yang dikategorikan sangat layak, dan uji kelompok besar memperoleh rata-rata 93% dikategorikan sangat layak. Dengan demikian media pembelajaran interaktif berbasis Adobe Flah CS3yang dikembangkan dikategorikan Sangat Baik dan layak dijadikan sebagai media pembelajaran untuk SD/MI pada mata pelajaran IPA
ABSTRAKNightlife attraction merupakan komponen produk wisata yang penting tetapi kurang mendapat perhatian. Tujuan dari penelitian ini adalah mengetahui bagaimana wisata malam memiliki pengaruh pada kepuasan wisatawan terhadap kawasan Prawirotaman. Penelitian ini merujuk pada teori kualitas produk wisata yang mencakup atraksi wisata, amenitas, dan aksesibilitas yang menggunakan metode kuantitatif didukung dengan data kualitatif. Pengambilan data dilakukan dengan kuesioner pada wisatawan dan wawancara kepada pihak pengelola kemudian dianalisis dengan analisa Servqual, CSI, dan IPA. Hasil penelitian ini menunjukkan bahwa kualitas nightlife di Kawasan Prawirotaman masih jauh di bawah tingkat harapan wisatawan. Hal ini mengindikasikan tingkat kepuasan wisnus maupun wisman terhadap kawasan wisata Prawirotaman masih rendah. Terdapat beberapa indikator yang mempengaruhi tingkat kepuasan wisnus dan wisman yang dapat menjadi perhatian bagi pengelola dan pemerintah dalam meningkatkan kualitas nightlife attraction. Kesimpulan dari penelitian ini yaitu rendahnya kualitas elemen produk 3A (atraksi, amenitas, dan aksesibilitas) mempengaruhi kepuasan wisatawan secara keseluruhan. Kata Kunci : Nightlife Attraction, Kepuasan Wisatawan, Kawasan Wisata INFLUENCE OF QUALITY OF NIGHT ATTRACTION PRODUCTS TO TOURISTS SATISFACTION IN PRAWIROTAMANABSTRACT ABSTRACTNightlife attraction is an important component of tourism product but less attention. The purpose of this research is to know how the night attraction has an influence on tourists satisfaction in Prawirotaman. This study refers to quality of tourism product’s theory that include attractions, amenity, and accessibility that uses quantitative methods supported by qualitative data. The data were collected by questionnaire on the tourists and interview to the manager then analyzed by Servqual, CSI, and IPA analysis. These results indicate the quality of nightlife attraction in Prawirotaman area is still far below the tourist’s expectations. This indicates the level of satisfaction from domestic and international tourists towards Prawirotaman are still low or very dissatisfied. There are several indicators that affect the level of domestic and international tourists satisfaction can be a concern for managers and governments in improving quality of night attraction. The conclusion is the low quality of 3A product element (attraction, amenities, and accessibility) influence the whole tourist satisfaction. Keywords: Nightlife Attraction, Tourist Satisfaction, Tourism Area
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