HUBUNGAN ANTARA PENGGUNAAN MOOC ICE INSTITUTE COURSE GAMIFICATION TERHADAP KETERAMPILAN LITERASI DIGITAL MAHASISWA

    Aisyah Humaira, - and Rusman, - and Ahmad Fajar Fadlillah, - (2025) HUBUNGAN ANTARA PENGGUNAAN MOOC ICE INSTITUTE COURSE GAMIFICATION TERHADAP KETERAMPILAN LITERASI DIGITAL MAHASISWA. S1 thesis, Universitas Pendidikan Indonesia.

    Abstract

    Perkembangan teknologi digital menuntut mahasiswa untuk menguasai literasi digital secara komprehensif. Massive Open Online Course (MOOC) ICE Institute Course Gamification menjadi salah satu strategi inovatif untuk meningkatkan keterampilan tersebut. Penelitian ini bertujuan untuk menganalisis hubungan antara penggunaan MOOC ICE Institute Course Gamification terhadap keterampilan literasi digital mahasiswa dalam aspek penggunaan media pembelajaran digital, pengelolaan platform pembelajaran digital, penggunaan media digital tingkat lanjut, serta etika dan keamanan dalam penggunaan media digital. Pendekatan yang digunakan dalam penelitian ini adalah kuantitatif dengan metode korelasional yang melibatkan 90 mahasiswa Teknologi Pendidikan UPI Angkatan 2021 sebagai sampel yang dipilih melalui teknik purposive sampling. Data dikumpulkan menggunakan kuesioner terstruktur yang mengukur: (1) penggunaan MOOC ICE Institute Course Gamification, dan (2) keterampilan literasi digital dalam empat aspek dengan skala likert. Analisis data menggunakan uji korelasi Spearman Rank untuk mengidentifikasi hubungan dan signifikansi (0.000 < 0.01). Terdapat hubungan positif dan signifikan antara penggunaan MOOC ICE Institute Course Gamification dengan literasi digital mahasiswa (r = 0.594, p = 0.000). Aspek yang paling terdampak adalah penggunaan media pembelajaran digital (r = 0.591) dan pengelolaan platform pembelajaran digital (r = 0.498). Hasil menunjukkan bahwa semakin tinggi interaksi mahasiswa dengan MOOC ICE Institute Course Gamification, semakin baik pula keterampilan literasi digital mereka. ICE Institute Course Gamification dalam MOOC terbukti efektif sebagai strategi peningkatan literasi digital mahasiswa, khususnya dalam konteks pembelajaran daring. Implikasi penelitian ini mendorong institusi pendidikan untuk mengintegrasikan MOOC guna mengoptimalkan kompetensi digital pembelajar. The development of digital technology demands that students master digital literacy comprehensively. The ICE Institute Course Gamification Massive Open Online Course (MOOC) is one innovative strategy to improve these skills. This study aims to analyze the relationship between the use of the ICE Institute Course Gamification MOOC and students' digital literacy skills in the aspects of digital learning media use, digital learning platform management, advanced digital media use, and ethics and security in digital media use. The approach used in this study was quantitative with a correlational method involving 90 UPI Educational Technology students from the Class of 2021 as a sample selected through a purposive sampling technique. Data were collected using a structured questionnaire that measured: (1) the use of the ICE Institute Course Gamification MOOC and (2) digital literacy skills across four aspects using a Likert scale. Data analysis used the Spearman Rank correlation test to identify relationships and significance (0.000 < 0.01). There is a positive and significant relationship between the use of the ICE Institute Course Gamification MOOC and students' digital literacy (r = 0.594, p = 0.000). The most impacted aspects are the use of digital learning media (r = 0.591) and the management of the digital learning platform (r = 0.498). The results show that the greater the student interaction with the ICE Institute Course Gamification MOOC, the better their digital literacy skills. ICE Institute Course Gamification within MOOCs has proven effective as a strategy for improving students' digital literacy, particularly in the context of online learning. The implications of this research encourage educational institutions to integrate MOOCs to optimize learners' digital competencies.

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    Official URL: https://repository.upi.edu/
    Item Type: Thesis (S1)
    Additional Information: https://scholar.google.com/citations?user=9AV9bp0AAAAJ&hl=en ID Sinta Dosen Pembimbing Rusman : 5995802 Ahmad Fajar Fadlillah : 6753812
    Uncontrolled Keywords: MOOC, ICE Institute, Gamification, Literasi Digital, Pendidikan Tinggi, Pembelajaran Daring MOOC, ICE Institute, Gamification, Digital Literacy, Higher Education, Online Learning
    Subjects: L Education > L Education (General)
    L Education > LB Theory and practice of education
    L Education > LB Theory and practice of education > LB2300 Higher Education
    T Technology > T Technology (General)
    Divisions: Fakultas Ilmu Pendidikan > Teknologi Pendidikan
    Depositing User: Aisyah Humaira
    Date Deposited: 06 Sep 2025 07:25
    Last Modified: 21 Sep 2025 10:38
    URI: http://repository.upi.edu/id/eprint/137668

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