DESIGN, IMPLEMENTATION, AND ANALYSIS OF GAMIFIED MICROLEARNING ON HIGH SCHOOL ONLINE LEARNING SYSTEM
The current pandemic conditions are one of the major challenges in the education sector in Indonesia. The implementation of online learning in this pandemic period is still not effective, because only some of students can follow the learning process without any significant obstacles. One solution...
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Format: | Theses |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/58883 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | The current pandemic conditions are one of the major challenges in the education sector in
Indonesia. The implementation of online learning in this pandemic period is still not effective,
because only some of students can follow the learning process without any significant
obstacles. One solution that is expected to solve the problem is the implementation of gamified
microlearning to increase the level of participation and understanding of students during the
online learning process. This research adopts the Design Research Methodology as a research
methodology and uses the ADDIE model as a development framework. The evaluation stage
is carried out at two levels, namely evaluation of reaction and evaluation of the learning impact
and being tested directly on a group of high school students. Based on the results of the
evaluation obtained, the level of student participation during learning through gamified
microlearning systems is higher than learning through conventional e-learning. The increase in
students' understanding of the proposed system learning method was higher than the
conventional online learning method with an average difference of 9.04 points. In addition, the
average increase in test scores of students with the use of gamified microlearning systems was
higher by 17.65 points.
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