IMPLEMENTATION OF GAMIFICATION CONCEPT TO ASSESSING STUDENT ATTITUDES USING DATA MINING

Digital system which being used in learning can be called e-learning. The <br /> <br /> important meaning of e-learning are a tool which can produce a good <br /> <br /> result with decreasing the cost and improving performance in learning. <br /> <br /> Unlike co...

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Bibliographic Details
Main Author: ILHAM FADILLAH (NIM : 23215382), MUHAMMAD
Format: Theses
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/29243
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Institution: Institut Teknologi Bandung
Language: Indonesia
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Summary:Digital system which being used in learning can be called e-learning. The <br /> <br /> important meaning of e-learning are a tool which can produce a good <br /> <br /> result with decreasing the cost and improving performance in learning. <br /> <br /> Unlike conventional method which should attend in the class, through elearning <br /> <br /> learning activities can be done outside the class as well. That <br /> <br /> matter allows actors within learning activites can take a communication in <br /> <br /> networks. In order to improve students and teachers engagement in elearning, <br /> <br /> need to implement gamification concept. According with the <br /> <br /> definition, gamification is game elements which used on non game <br /> <br /> contexts. The challenge is the acceptance gamification for several users, if <br /> <br /> they refuse the gamification, it will be useless. To minimalize the <br /> <br /> occuring of refuse, therefore needs appropriate with Learning <br /> <br /> Implementation Plan which has been organized by teacher. This research <br /> <br /> adjusts with Learning Implementation Plan which involved gamification <br /> <br /> in e-learning, this method can be called blended learning. The important <br /> <br /> meaning of blended learning is a concept within learning activites which <br /> <br /> can solve the limitation in teaching with conventional method. The <br /> <br /> limitation which intended is when student can not undertand one of <br /> <br /> material from teacher when taught, with blended learning then students <br /> <br /> can access learning resources in order to fullfill the understanding from <br /> <br /> material which have delivered without limited by place and time. <br /> <br /> Learning activities at school which involved students and teachers, <br /> <br /> currently have involved digital system in order to support the activities. <br /> <br /> One of abilities digital system is helping capability for teachers in order <br /> <br /> to assessing the student attitudes either inside or outside classroom. This <br /> <br /> research chooses Mathematics on 7th and 8th grade subject on secondary <br /> <br /> school. The school which becomes this research object is Telkom Junior <br /> <br /> High School. In learning implementation at school, students have been <br /> <br /> given materials, tasks, and discussion which should be accomplished <br /> <br /> within school time. The activity should be done by individual and group. <br /> <br /> Every activities have accessing which taken by teacher for students <br /> <br /> activity. At shcool which becomes the research implemented, the teachers <br /> <br /> directly should monitor students who doing the field task one by one <br /> <br /> directly. That is a problem because with directly monitor one by one takes <br /> <br /> a long time. <br /> <br /> The innovation which made by researcher is develop a software product <br /> <br /> which can assessing the students attitude through photos documentation <br /> <br /> when students do learning learning activities which instructed by <br /> <br /> teachers. Students can upload the activities photo through website and <br /> <br /> Android application. After the documentation already gathered, the next <br /> <br /> step is analyzing the attitude based on documentations and activity <br /> <br /> categories. The method which used to analyze students attitudes in <br /> <br /> Vidyanusa e-learning is Data Mining. with decision tree model. The final <br /> <br /> result from data processing which corresponding with report format <br /> <br /> which used by school. The collection of data could be data sets for futher <br /> <br /> research as well. One of approach which can be implemented for future <br /> <br /> research is Machine Learning. Utilizing the data sets which has been <br /> <br /> gathered. The purpose of this research is how to implement gamification <br /> <br /> in order to helping teachers to assessing the student attiudes using <br /> <br /> Vidyanusa platform. <br /> <br /> The testing of this research arranges learning activities in order to testing <br /> <br /> purposes which implemented to 4 classess at Telkom Junior High School. <br /> <br /> Every class taken 15 students for sample data mining. Assessing student <br /> <br /> attitudes based on observation which contains 7 aspects. Followings are <br /> <br /> dicipline, team work, self esteem, responsible, honest, care, and <br /> <br /> politeness. The data which taken are photos documentation when students <br /> <br /> do some activities either in class or outside class within learning time at <br /> <br /> school. The results of data analysis of this reseach which taken from 4 <br /> <br /> classes shown student activities objectively based on assessing data <br /> <br /> analysis which calculates by system. At 7A class there are 10 students <br /> <br /> who obtained Very Good grade. At 7J class there are 11 students who <br /> <br /> obtained Very Good grade. At 8A class there are 12 students who <br /> <br /> obtained Very Good grade. Meanwhile, at 8E class there are 12 students <br /> <br /> who obtained Very Good grade. This is proved that involving <br /> <br /> gamification and data mining analysis with decision tree models has a <br /> <br /> contribution in order to helping teacher to assessing student attitudes.