2022
DOI: 10.30998/rdje.v8i2.11558
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Gamifikasi Berbasis Classcraft Sebagai Inovasi Pembelajaran Online Pada Masa Pandemi Covid-19

Abstract: <p>Artikel ini memiliki tujuan untuk memaparkan konsep Gamifikasi berbasis <em>Classcraft </em>sebagai salah satu inovasi pembelajaran online. Metode yang digunakan untuk melakukan pemaparan artikel ini yaitu dengan menganalisis sumber referensi yang berhubungan dengan Gamifikasi berbasis <em>Classcraft </em>dari jurnal nasional dan internasional. Gamifikasi merupakan konsep pembelajaran yang muncul tahun 2010, dimana konsep ini memadukan permainan (<em>game</em>) deng… Show more

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Cited by 1 publication
(2 citation statements)
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“…Gamification is not about turning certain activities into games but redesigning those activities to be more fun and interactive [31]. Gamification can be in the form of products, ways of thinking, processes, experiences, ways of design, and systems simultaneously involved in using game elements to solve non-game problems [32] [33]. Gamification has similarities with regular games in terms of playing a game.…”
Section: Gamificationmentioning
confidence: 99%
See 1 more Smart Citation
“…Gamification is not about turning certain activities into games but redesigning those activities to be more fun and interactive [31]. Gamification can be in the form of products, ways of thinking, processes, experiences, ways of design, and systems simultaneously involved in using game elements to solve non-game problems [32] [33]. Gamification has similarities with regular games in terms of playing a game.…”
Section: Gamificationmentioning
confidence: 99%
“…Ordinary games are only limited to specifically designed entertainment, starting with the rules, time, place, elements, and gameplay. In contrast, gamification is designed to attract someone to understand the context of the material contained in the gamification [33].…”
Section: Gamificationmentioning
confidence: 99%