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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Format: | Theses |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/29243 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
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. |
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