THE EFFECTIVENESS OF GAMIFICATION ON STUDENTS’ ATTITUDE TOWARDS TEAMWORK IN HIGHER EDUCATION (CASE STUDY: BTU UNIVERSITY)

The sophisticated of technology makes company looks for ways how to become a sustainable business in rapidly changing era. To solve that problem, beside financial strength and technology adoption, the role of human capital must become priority. This condition generates an increase on demand of quali...

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Main Author: Maulida Nur Rahmah, Sarah
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/40349
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Institution: Institut Teknologi Bandung
Language: Indonesia
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spelling id-itb.:403492019-07-02T07:20:02ZTHE EFFECTIVENESS OF GAMIFICATION ON STUDENTS’ ATTITUDE TOWARDS TEAMWORK IN HIGHER EDUCATION (CASE STUDY: BTU UNIVERSITY) Maulida Nur Rahmah, Sarah Indonesia Final Project gamification; board game; attitude; teamwork; higher education INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/40349 The sophisticated of technology makes company looks for ways how to become a sustainable business in rapidly changing era. To solve that problem, beside financial strength and technology adoption, the role of human capital must become priority. This condition generates an increase on demand of qualified human capital especially in teamwork skills. To answer this challenge, BTU University as higher education in Indonesia as one of main provider that expected produce qualified talent try to always improve the quality of students in teamwork and other skills. According to trends in learning and education, gamification especially board game is one of method that popularly used in education world with proven can increase retention rate, factual knowledge level, and skill-based knowledge level. Gamification can be utilized by BTU University to improve the teamwork attitude. However, the study that measure effectiveness of board game as apparatus for learning and changing attitude and behavior is still limited. Then, because the effectiveness gamification toward BTU University students also not validated, the objective of this research is to help to improve attitude toward teamwork of students by provide information about the effectiveness of gamification on students’ attitude toward teamwork in BTU University. Therefore, the researcher conducted this research to prove whether the board game can achieve certain level of attitude toward teamwork and the components of attitude toward teamwork which is affect, behavior, and cognition. This research designed to measure the effectiveness of board game by comparing the pretest and posttest result in experimental research methods by involving 49 participants. The treatment design that used in experiment is board game “Forbidden Island” by Mack Lecock that promoting teamwork and fulfill the requirement of educational game elements. The questionnaire also prepared by researcher as measurement instruments by refer to several preliminary research by Mohammed (2010) for affect, behavior, and cognition and Kiffin-Petersen and Cordery (2003) for attitude toward teamwork. In order to answer the first research question that was “Does gamification can give significant improvement on attitude components in students’ attitude toward teamwork?” and the second research question “Does gamification can give significant improvement on students’ attitude toward teamwork?” the researcher conducts an assessment through a questionnaire that contains aspects of attitude components (affect, behavior, and cognition) and attitude toward teamwork for participants before and after treatment. The results of the questionnaire show a paired sample test of all attitude components (affect, behavior and cognition) with the Sig. (2-tailed) is .000 which means less than p = .05 which indicates a significant difference between the pretest and posttest result after treatment. That means, gamification especially board game effectively gives a significant improvement in attitude components in students' attitude toward teamwork. Furthermore, there are several recommendation for BTU University for implementing gamification such as the type of gamification that recommended for the higher education students is collaboration-based board game with medium-to-low level of difficulty. This apparatus can be implemented on learning activity both in classroom, official training, and other activity. The assistance during playing the game can help to improve the effectiveness of the process. 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 The sophisticated of technology makes company looks for ways how to become a sustainable business in rapidly changing era. To solve that problem, beside financial strength and technology adoption, the role of human capital must become priority. This condition generates an increase on demand of qualified human capital especially in teamwork skills. To answer this challenge, BTU University as higher education in Indonesia as one of main provider that expected produce qualified talent try to always improve the quality of students in teamwork and other skills. According to trends in learning and education, gamification especially board game is one of method that popularly used in education world with proven can increase retention rate, factual knowledge level, and skill-based knowledge level. Gamification can be utilized by BTU University to improve the teamwork attitude. However, the study that measure effectiveness of board game as apparatus for learning and changing attitude and behavior is still limited. Then, because the effectiveness gamification toward BTU University students also not validated, the objective of this research is to help to improve attitude toward teamwork of students by provide information about the effectiveness of gamification on students’ attitude toward teamwork in BTU University. Therefore, the researcher conducted this research to prove whether the board game can achieve certain level of attitude toward teamwork and the components of attitude toward teamwork which is affect, behavior, and cognition. This research designed to measure the effectiveness of board game by comparing the pretest and posttest result in experimental research methods by involving 49 participants. The treatment design that used in experiment is board game “Forbidden Island” by Mack Lecock that promoting teamwork and fulfill the requirement of educational game elements. The questionnaire also prepared by researcher as measurement instruments by refer to several preliminary research by Mohammed (2010) for affect, behavior, and cognition and Kiffin-Petersen and Cordery (2003) for attitude toward teamwork. In order to answer the first research question that was “Does gamification can give significant improvement on attitude components in students’ attitude toward teamwork?” and the second research question “Does gamification can give significant improvement on students’ attitude toward teamwork?” the researcher conducts an assessment through a questionnaire that contains aspects of attitude components (affect, behavior, and cognition) and attitude toward teamwork for participants before and after treatment. The results of the questionnaire show a paired sample test of all attitude components (affect, behavior and cognition) with the Sig. (2-tailed) is .000 which means less than p = .05 which indicates a significant difference between the pretest and posttest result after treatment. That means, gamification especially board game effectively gives a significant improvement in attitude components in students' attitude toward teamwork. Furthermore, there are several recommendation for BTU University for implementing gamification such as the type of gamification that recommended for the higher education students is collaboration-based board game with medium-to-low level of difficulty. This apparatus can be implemented on learning activity both in classroom, official training, and other activity. The assistance during playing the game can help to improve the effectiveness of the process.
format Final Project
author Maulida Nur Rahmah, Sarah
spellingShingle Maulida Nur Rahmah, Sarah
THE EFFECTIVENESS OF GAMIFICATION ON STUDENTS’ ATTITUDE TOWARDS TEAMWORK IN HIGHER EDUCATION (CASE STUDY: BTU UNIVERSITY)
author_facet Maulida Nur Rahmah, Sarah
author_sort Maulida Nur Rahmah, Sarah
title THE EFFECTIVENESS OF GAMIFICATION ON STUDENTS’ ATTITUDE TOWARDS TEAMWORK IN HIGHER EDUCATION (CASE STUDY: BTU UNIVERSITY)
title_short THE EFFECTIVENESS OF GAMIFICATION ON STUDENTS’ ATTITUDE TOWARDS TEAMWORK IN HIGHER EDUCATION (CASE STUDY: BTU UNIVERSITY)
title_full THE EFFECTIVENESS OF GAMIFICATION ON STUDENTS’ ATTITUDE TOWARDS TEAMWORK IN HIGHER EDUCATION (CASE STUDY: BTU UNIVERSITY)
title_fullStr THE EFFECTIVENESS OF GAMIFICATION ON STUDENTS’ ATTITUDE TOWARDS TEAMWORK IN HIGHER EDUCATION (CASE STUDY: BTU UNIVERSITY)
title_full_unstemmed THE EFFECTIVENESS OF GAMIFICATION ON STUDENTS’ ATTITUDE TOWARDS TEAMWORK IN HIGHER EDUCATION (CASE STUDY: BTU UNIVERSITY)
title_sort effectiveness of gamification on students’ attitude towards teamwork in higher education (case study: btu university)
url https://digilib.itb.ac.id/gdl/view/40349
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