THE EFFECTIVITY OF GAMIFIED LEARNING METHOD ON LEARNING OUTCOMES

Gamification is an application of game elements in non-playful context. The study investigated the implementation of gamification in academic environment, focusing on tertiary education. An experiment is conducted to see the effect of a gamified learning method on a learning outcome which indicated...

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Main Author: Syahrani Dwirajani (19015161), Excelita
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/27025
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:27025
spelling id-itb.:270252018-07-30T13:35:35ZTHE EFFECTIVITY OF GAMIFIED LEARNING METHOD ON LEARNING OUTCOMES Syahrani Dwirajani (19015161), Excelita Indonesia Final Project INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/27025 Gamification is an application of game elements in non-playful context. The study investigated the implementation of gamification in academic environment, focusing on tertiary education. An experiment is conducted to see the effect of a gamified learning method on a learning outcome which indicated by the change in task performance using a business statistics themed game specifically designed to be used in a real related course. The experiment data analysis demonstrated the hypothesized significance between pre-test and post-test change, and gamification involvement in that change. Additionally, study-related flow inventory is measured to ensure the validity of the method as a gamified method. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description Gamification is an application of game elements in non-playful context. The study investigated the implementation of gamification in academic environment, focusing on tertiary education. An experiment is conducted to see the effect of a gamified learning method on a learning outcome which indicated by the change in task performance using a business statistics themed game specifically designed to be used in a real related course. The experiment data analysis demonstrated the hypothesized significance between pre-test and post-test change, and gamification involvement in that change. Additionally, study-related flow inventory is measured to ensure the validity of the method as a gamified method.
format Final Project
author Syahrani Dwirajani (19015161), Excelita
spellingShingle Syahrani Dwirajani (19015161), Excelita
THE EFFECTIVITY OF GAMIFIED LEARNING METHOD ON LEARNING OUTCOMES
author_facet Syahrani Dwirajani (19015161), Excelita
author_sort Syahrani Dwirajani (19015161), Excelita
title THE EFFECTIVITY OF GAMIFIED LEARNING METHOD ON LEARNING OUTCOMES
title_short THE EFFECTIVITY OF GAMIFIED LEARNING METHOD ON LEARNING OUTCOMES
title_full THE EFFECTIVITY OF GAMIFIED LEARNING METHOD ON LEARNING OUTCOMES
title_fullStr THE EFFECTIVITY OF GAMIFIED LEARNING METHOD ON LEARNING OUTCOMES
title_full_unstemmed THE EFFECTIVITY OF GAMIFIED LEARNING METHOD ON LEARNING OUTCOMES
title_sort effectivity of gamified learning method on learning outcomes
url https://digilib.itb.ac.id/gdl/view/27025
_version_ 1822021185512144896