USE OF GAMIFICATION MODEL FOR HOMEROOM TEACHERS IN CONDUCTING LEARNING ASSESSMENT (Qualitative Study)

    Retno Ariyanti Nurningtias, - (2023) USE OF GAMIFICATION MODEL FOR HOMEROOM TEACHERS IN CONDUCTING LEARNING ASSESSMENT (Qualitative Study). S1 thesis, Universitas Pendidikan Indonesia.

    Abstract

    Gamification is a game element but is included in non-game contexts because it is an effective motivational tool. The performance performed by using gamification becomes more attractive to users. The focus of the problem is determined by the researcher based on the field of education, with the object of research being a homeroom teacher. Education standards are at the level all stakeholders require, especially learning assessment. The urgency of students who are entitled to an evaluation from the teacher and easily known by the school and forwarded to parents. The approach taken with a qualitative study provides a more detailed explanation to homeroom teachers about problem solutions to place gamification in student learning assessments. Data were collected based on experiments with several homeroom teachers feeling and exploring media. The methods used in the qualitative study were interviews, observation and document analysis. Findings of homeroom teacher responses who were very satisfied with gamification. Homeroom teachers who received encouragement in entering student grades in a fun way. From the results of the study, it can be concluded that the implementation of gamification strategies where homeroom teachers conduct learning assessment triggers interest in fun characters, overcomes boredom with challenges and competitions, gains new knowledge, and improves thinking skills to strengthen social interaction.

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    Official URL: http://repository.upi.edu
    Item Type: Thesis (S1)
    Additional Information: Link Google Scholar: https://scholar.google.com/citations?hl=id&user=4MMbvysAAAAJ ID SINTA Dosen Pembimbing: Rizki Hikmawan : 6122897 Nuur Wachid Abdul Majid : 6054692
    Uncontrolled Keywords: Assessment, Gamification, Learning
    Subjects: L Education > L Education (General)
    T Technology > T Technology (General)
    Divisions: UPI Kampus Purwakarta > S1 Pendidikan Sistem Teknologi dan Informasi
    Depositing User: Retno Ariyanti Nurningtias
    Date Deposited: 29 May 2023 08:36
    Last Modified: 29 May 2023 08:36
    URI: http://repository.upi.edu/id/eprint/89645

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