PENERAPAN KONSEP PERSONALIZED GAMIFICATION PADA E-LEARNING MENGGUNAKAN PENDEKATAN BRAINHEX

Rizki Gunawan, - (2023) PENERAPAN KONSEP PERSONALIZED GAMIFICATION PADA E-LEARNING MENGGUNAKAN PENDEKATAN BRAINHEX. S1 thesis, Universitas Pendidikan Indonesia.

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Official URL: http://repository.upi.edu

Abstract

Pengemasan dalam membuat sebuah pengembangan E-learning tentunya sangat berpengaruh terhadap capaian tujuan pembelajaran, banyak aspek yang mempengaruhi hal tersebut di antaranya adalah motivasi dan keterlibatan mahasiswa. Salah satu strategi yang dapat diterapkan untuk memotivasi dan mempengaruhi keterlibatan mahasiswa yaitu konsep personalized gamification pada E-learning. Dalam melakukan identifikasi personaliti perlu adanya pendekatan untuk mengidentifikasi secara metodis kemungkinan adaptasi yang akan diambil setiap personal mahasiswa dalam elemen gamifikasi dan akan memetakan adaptasi tersebut dengan kebutuhan pembelajaran, pendekatan terbaru dalam konsep personalized gamification adalah Brainhex. Penelitian ini bertujuan untuk: (1) Mengetahui tentang penerapan konsep Personalized gamification pada e-Learning menggunakan pendekatan Brainhex ; dan (2) Mengetahui hasil kepuasan mahasiswa terhadap implementasi penerapan konsep gamifikasi tidak dipersonalisasi dan Personalized gamification pada e-Learning menggunakan pendekatan Brainhex. Penelitian ini menggunakan dengan metode kuantitatif dengan desain penelitian eksperimen time series. Partisipan pada penelitian ini adalah mahasiswa program studi Pendidikan Sistem dan Tekologi Informasi kampus UPI di Purwakarta semester 4 yang berjumlah 66 orang. Hasil penelitian mengungkapkan bahwa dalam penerapan personalized gamification pada e-learning menggunakan pendekatan Brainhex meliputi 5 tahapan yaitu: Identification User, Identification game, Tailoring model, Desain gamification dan User Interface. Hasil kepuasan mahasiswa dari Implementasi penerapan gamifikasi tidak dipersonalisasi yaitu 78% dan personalized gamification yakni 79% keduanya mendapatkan kategori memuasakan. Sedangkan dari hasil berlajar gamifikasi tidak dipersonalisasi mendapatkan nilai rata-rata 82 sedangkan personalized gamification mendapat nilai rata-rata 90. Terlihat ada perbedaan peningkatan hasil belajar yang cukup signifikan. Dengan penerapan personalized gamification dalam sebuah e-learning dapat menjadi salah satu strategi yang dapat digunakan untuk pemicu motivasi belajar dan keterlibatan mahasiswa dalam pembelajaran. ----- Packaging in making an E-learning development certainly greatly influences the achievement of learning objectives, many aspects that influence this include student motivation and involvement. One strategy that can be applied to motivate and influence student involvement is the concept of personalized gamification in E-learning. In identifying personality, it is necessary to have an approach to methodically identify possible adaptations that will be taken by each individual student in the gamification element and will map these adaptations to learning needs, the latest approach in the personalized gamification concept is Brainhex. This study aims to: (1) Know about the application of the concept of Personalized gamification in e-Learning using the Brainhex approach; and (2) Knowing the results of student satisfaction with the implementation of the concept of non-personalized gamification and Personalized gamification in e-Learning using the Brainhex approach. This study uses a quantitative method with a time series experimental research design. The participants in this study were 66 students of the Information Technology and Systems Education study program at the UPI campus in Purwakarta in semester 4, totaling 66 people. The results of the study reveal that in the implementation of personalized gamification in e-learning using the Brainhex approach includes 5 stages, namely: User Identification, Game Identification, Tailoring models, Gamification Design and User Interface. The results of student satisfaction from the implementation of non-personalized gamification, namely 78% and personalized gamification, namely 79%, both received the satisfying category. Meanwhile, the learning outcomes of non-personalized gamification get an average score of 82 while personalized gamification gets an average score of 90. It can be seen that there is a significant difference in the increase in learning outcomes. By implementing personalized gamification in an e-learning it can be a strategy that can be used to trigger learning motivation and student involvement in learning. Keyword: E-learning, Gamication, Personalized Learning, Personalized gamification, Brainhex.

Item Type: Thesis (S1)
Additional Information: link Google Scholar : Rizki Hikmawan -> https://scholar.google.com/citations?hl=en&user=f2CeMUMAAAAJ Ahmad Fauzi -> https://scholar.google.com/citations?hl=en&user=b6BGJbEAAAAJ ID SINTA Dosen Pembimbing Rizki Hikmawan : 6122897 Ahmad Fauzi : 6122861
Uncontrolled Keywords: E-learning, Gamifikasi, Personalized Learning, Personalized gamification, Brainhex.
Subjects: L Education > L Education (General)
T Technology > T Technology (General)
Divisions: UPI Kampus Purwakarta > S1 Pendidikan Sistem Teknologi dan Informasi
Depositing User: Rizki Gunawan
Date Deposited: 18 Aug 2023 06:51
Last Modified: 18 Aug 2023 06:51
URI: http://repository.upi.edu/id/eprint/97851

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