2020 International Conference on Information Technology Systems and Innovation (ICITSI) 2020
DOI: 10.1109/icitsi50517.2020.9264961
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Concept of Gamification in Adaptation of Snake Ladder Online Representation Education Covid-19

Abstract: Education can be implemented through various concepts, one of which is the concept of gamification which is then adopted as a learning medium. Gamification to make a change in the use of instructional media, namely of the"conventional" to the more"innovative". This study aims to adopt a concept of gamification into a game of snakes and ladders to support learning about the understanding of Covid-19. The research method with the waterfall model, which is a simple classic model with a linear system flow, where t… Show more

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Cited by 5 publications
(5 citation statements)
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“…It is possible that similar subjects or those that have the same characteristics can also use gamification methods. This is according to research which states that gamification can improve skills and optimize their learning (Ariessanti et al, 2020;Nisa et al, 2020;Smiderle et al, 2020). This development product can be monitored for its level of suitability for improving student learning outcomes.…”
Section: Discussionmentioning
confidence: 99%
“…It is possible that similar subjects or those that have the same characteristics can also use gamification methods. This is according to research which states that gamification can improve skills and optimize their learning (Ariessanti et al, 2020;Nisa et al, 2020;Smiderle et al, 2020). This development product can be monitored for its level of suitability for improving student learning outcomes.…”
Section: Discussionmentioning
confidence: 99%
“…Media ular tangga dapat efektif menjadi media pendidikan kesehatan yang dapat meningkatkan pengetahuan anak usia sekoah karena memiliki kelebihan anak dapat langsung ikut dalam permainan, sehingga materi atau isi yang ada dalam pendidikan kesehatan dapat lebih mudah ditangkap atau dimengerti, selain itu permainan ular tangga dapat memberikan simulasi komunitas dimana anak atau siswa dapat saling bekerja sama atau dapat sebagai media sarana sosialisasi antar anak sekolah atau teman sebaya (18). Peran teman sebaya menjadi kontribusi penting dalam mengubah perilaku anak mengingat anak sekolah banyak beinteraksi dengan teman sebayanya, sehinga media ular tangga ni tepat digunakan dalam meningkatkan pengetahuan anak (19).…”
Section: Efektivitas Media Ular Tangga Cuci Tangan Terhadap Pengetahu...unclassified
“…The COVID-19 pandemic has limited all activities worldwide, and the coronavirus's spread rate has rapidly increased (Benvenuto et al 2020). It affects all areas of life, one of which is the field of education which is the focus of current research (Ariessanti et al, 2020). Nadiem Makarim, as a Minister of Culture and Education in Indonesia, conveyed to teaching staff, both teachers and lecturers, that teaching and learning activities can be done at home and utilize existing technology (Ariessanti et al 2020).…”
Section: Introductionmentioning
confidence: 99%
“…It affects all areas of life, one of which is the field of education which is the focus of current research (Ariessanti et al, 2020). Nadiem Makarim, as a Minister of Culture and Education in Indonesia, conveyed to teaching staff, both teachers and lecturers, that teaching and learning activities can be done at home and utilize existing technology (Ariessanti et al 2020). Using technology to help the learning process is Google Classroom and Microsoft Teams to help collect student assignments, class management, and communication between students and teachers (Shampa 2016).…”
Section: Introductionmentioning
confidence: 99%
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