2021
DOI: 10.1088/1742-6596/1839/1/012021
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Developing gamification based biology learning materials for senior high school students in industrial agricultural area in jember, indonesia

Abstract: This research aimed at describing the feasibility of gamification-based biology learning materials for senior high school students in the industrial agricultural area in Jember, Indonesia. The feasibility was based on the content validity, construct validity, and student responses. The development procedure of the learning materials used Plomp’s development model which consisted of the preliminary investigation - design - realization - test, evaluation, and revision – implementation stages. The learning materi… Show more

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Cited by 4 publications
(3 citation statements)
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“…Education that pays special attention to the development of these skills will help students to become more independent, creative and adaptive thinkers, which are key attributes for success in today's globalized era (Zhang, 2018). Therefore, this research not only contributes to the level of education, but also has the potential to have a positive impact on students' future personal and professional development (Ningrum et al, 2021;Siswati & Corebima, 2017;Wicaksono & Widoretno, 2015).…”
Section: Introductionmentioning
confidence: 94%
“…Education that pays special attention to the development of these skills will help students to become more independent, creative and adaptive thinkers, which are key attributes for success in today's globalized era (Zhang, 2018). Therefore, this research not only contributes to the level of education, but also has the potential to have a positive impact on students' future personal and professional development (Ningrum et al, 2021;Siswati & Corebima, 2017;Wicaksono & Widoretno, 2015).…”
Section: Introductionmentioning
confidence: 94%
“…Students can learn well if the facilities and infrastructure for learning are adequate, the teacher's learning model is more interesting, make students more actively involved in the learning process so that students do not feel bored or bored when participating in class learning. Improving good learning outcomes is not only supported by students' willingness to want to study well, but the learning model used by teachers also influences student learning outcomes (Siswati et al, 2021;Sudargini & Purwanto, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…Gamification is being increasingly used in various domains ranging from skill identification in recruitment to building engaging course curricula in fields such as computer science, mathematics and biology (Kasahara, Sakamoto, Washizaki, & Fukazawa, 2019;Lo & Hew, 2020;Obaid, Farooq, & Abid, 2020;Schulz, Smaradottir, Prinz, & Hara, 2020;Siswati, Prihatin, Damayanti, Nafisah, et al, 2021). Students often show a keen interest in gamified approaches, and hence they are being explored to enhance traditional programming education (Aycock, Pitout, & Storteboom, 2015).…”
Section: Introductionmentioning
confidence: 99%