QUIZ-BASED GAMIFIED MOBILE MICROLEARNING FOR LEARNING INDONESIAN SPELLING
ABSTRACT QUIZ-BASED GAMIFIED MOBILE MICROLEARNING FOR LEARNING INDONESIAN SPELLING By Yuda Sukmana NJM: 23220035 (Master's Program in Electrical Engineering) Many Indonesian spelling errors are found in written works written in education, government, and mass media. This spelli...
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id-itb.:648592022-06-14T09:36:53ZQUIZ-BASED GAMIFIED MOBILE MICROLEARNING FOR LEARNING INDONESIAN SPELLING Sukmana, Yuda Indonesia Theses Game-Based Learning, gamifikasi, mobile microlearning, PUEBI INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/64859 ABSTRACT QUIZ-BASED GAMIFIED MOBILE MICROLEARNING FOR LEARNING INDONESIAN SPELLING By Yuda Sukmana NJM: 23220035 (Master's Program in Electrical Engineering) Many Indonesian spelling errors are found in written works written in education, government, and mass media. This spelling error is an indicator that knowledge of good and correct Indonesian language rules is still lacking. One of the causes of this lack of knowledge is the lack of motivation to learn. College students learn Indonesian spelling in Indonesian courses which are mandatory content in the curriculum. Online learning during the COVID-19 pandemic has its challenges in its implementation, such as the lack of interaction in the classroom. In addition, this condition has also triggered an increase in the use of mobile devices such as smartphones to access learning content which also has challenges such as too much information being presented on a small screen. The challenges in online learning on mobile devices are the reason the learning process is less effective and affects the learning motivation of students. This research was developed using Design Research Methodology (DRM) by proposing support in the form of learning games with the concept of quiz-based gamified mobile microlearning that integrated with LMS as a solution for synchronous online learning through mobile devices in the classroom. Support evaluation is carried out by conducting field tests on first-year undergraduate students at the Bandung Institute of Technology who are taking the scientific paper writing course. A total of 260 students from seven classes and five faculties participated in the research process, they were divided into two groups, namely experimental and control. Analysis of the learning outcomes of the two groups used the Mann-Whitney test with Asym values. Sig. (2-tailed) of 0.001 indicates that there is a significant difference in learning outcomes between online learning with proposed support in the experimental group and traditional online learning (without support) in the control group. The results of the user survey in the experimental group show a high level of user acceptance of aspects (simplicity, accessibility, ease, efficiency, engagement, timeliness, competition, interactivity, learning, assessment, and evaluation) with an average value greater than 4. Keywords: game-based learning, gamification, mobile microlearning, PUEBI text |
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ABSTRACT
QUIZ-BASED GAMIFIED MOBILE MICROLEARNING FOR LEARNING INDONESIAN SPELLING
By
Yuda Sukmana NJM: 23220035
(Master's Program in Electrical Engineering)
Many Indonesian spelling errors are found in written works written in education, government, and
mass media. This spelling error is an indicator that knowledge of good and correct Indonesian
language rules is still lacking. One of the causes of this lack of knowledge is the lack of
motivation to learn. College students learn Indonesian spelling in Indonesian courses which
are mandatory content in the curriculum. Online learning during the COVID-19 pandemic has its
challenges in its implementation, such as the lack of interaction in the classroom. In addition,
this condition has also triggered an increase in the use of mobile devices such as smartphones to
access learning content which also has challenges such as too much information being presented on a
small screen. The challenges in online learning on mobile devices are the reason the learning
process is less effective and affects the learning motivation of students. This research was
developed using Design Research Methodology (DRM) by proposing support in the form of learning
games with the concept of quiz-based gamified mobile microlearning that integrated with LMS as a
solution for synchronous online learning through mobile devices in the classroom. Support
evaluation is carried out by conducting field tests on first-year undergraduate students at the
Bandung Institute of Technology who are taking the scientific paper writing course. A total of 260
students from seven classes and five faculties participated in the research process, they were
divided into two groups, namely experimental and control. Analysis of the learning outcomes
of the two groups used the Mann-Whitney test with Asym values. Sig. (2-tailed) of
0.001 indicates that there is a significant difference in learning outcomes between online learning
with proposed support in the experimental group and traditional online learning (without support)
in the control group. The results of the user survey in the experimental group show a high level of
user acceptance of aspects (simplicity, accessibility, ease, efficiency, engagement,
timeliness, competition, interactivity, learning, assessment, and evaluation) with an average
value greater than 4.
Keywords: game-based learning, gamification, mobile microlearning, PUEBI
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format |
Theses |
author |
Sukmana, Yuda |
spellingShingle |
Sukmana, Yuda QUIZ-BASED GAMIFIED MOBILE MICROLEARNING FOR LEARNING INDONESIAN SPELLING |
author_facet |
Sukmana, Yuda |
author_sort |
Sukmana, Yuda |
title |
QUIZ-BASED GAMIFIED MOBILE MICROLEARNING FOR LEARNING INDONESIAN SPELLING |
title_short |
QUIZ-BASED GAMIFIED MOBILE MICROLEARNING FOR LEARNING INDONESIAN SPELLING |
title_full |
QUIZ-BASED GAMIFIED MOBILE MICROLEARNING FOR LEARNING INDONESIAN SPELLING |
title_fullStr |
QUIZ-BASED GAMIFIED MOBILE MICROLEARNING FOR LEARNING INDONESIAN SPELLING |
title_full_unstemmed |
QUIZ-BASED GAMIFIED MOBILE MICROLEARNING FOR LEARNING INDONESIAN SPELLING |
title_sort |
quiz-based gamified mobile microlearning for learning indonesian spelling |
url |
https://digilib.itb.ac.id/gdl/view/64859 |
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