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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Main Author: Sukmana, Yuda
Format: Theses
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/64859
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:64859
spelling 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
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 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
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
_version_ 1822932562579816448