PERANCANGAN GAMIFIKASI PADA KIOS PINTAR "KITABELAJAR" UNTUK MENINGKATKAN EFEKTIVITAS PEMBELAJARAN BAGI LANSIA.
Kios Pintar "KitaBelajar" is a Self Service Technology (SST) that will be applied to the Kasepuhan Raden Rahmat Islamic Boarding School to support independent learning activities for elderly students. One of the things that causes elderly to be less engaged with SST is because of technolog...
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id-itb.:686692022-09-19T08:34:09ZPERANCANGAN GAMIFIKASI PADA KIOS PINTAR "KITABELAJAR" UNTUK MENINGKATKAN EFEKTIVITAS PEMBELAJARAN BAGI LANSIA. Khairunnisa Rahmah, Siti Indonesia Final Project Self-service kiosk, Elderly, Learning Content, Gamification, HEXAD Player Type. INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/68669 Kios Pintar "KitaBelajar" is a Self Service Technology (SST) that will be applied to the Kasepuhan Raden Rahmat Islamic Boarding School to support independent learning activities for elderly students. One of the things that causes elderly to be less engaged with SST is because of technology anxiety. The effectiveness of learning cannot be achieved optimally if there is no engagement in the learning process. Gamification will be implemented in the Kios Pintar “KitaBelajar” to overcome this problem. Gamification does not affect the effectiveness of learning directly but affect behavior and this behavioral change encourages learner to maximize existing learning content. Therefore, it is necessary to make sure the learning content that will be delivered is effective and fit with the user. Furthermore, it is also necessary to make sure that the gamification features suit the characteristics, goals, and user needs so that the effective learning can be achieved. This study aims to design learning content and gamification systems that will be implemented in the "KitaBelajar" Smart Kiosk. The learning content is designed with modified ADDIE and the gamification system is designed with the gamification design method proposed by Morschheuser, et al (2018). Selection of the gamification elements is based on the HEXAD player type. This research generated list of learning materials proposal and specifications for learning videos that will be implemented in the "KitaBelajar" Smart Kiosk, also the design of the Kita Belajar "KitaBelajar" gamification system. The game elements used in the gamification system are gifting, challenges, also levels and progress. The test results show that there is an increase in user knowledge after viewing the learning video and there is an increase in user engagement scores (UES-SF). text |
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Kios Pintar "KitaBelajar" is a Self Service Technology (SST) that will be applied to the Kasepuhan Raden Rahmat Islamic Boarding School to support independent learning activities for elderly students. One of the things that causes elderly to be less engaged with SST is because of technology anxiety. The effectiveness of learning cannot be achieved optimally if there is no engagement in the learning process. Gamification will be implemented in the Kios Pintar “KitaBelajar” to overcome this problem. Gamification does not affect the effectiveness of learning directly but affect behavior and this behavioral change encourages learner to maximize existing learning content. Therefore, it is necessary to make sure the learning content that will be delivered is effective and fit with the user. Furthermore, it is also necessary to make sure that the gamification features suit the characteristics, goals, and user needs so that the effective learning can be achieved.
This study aims to design learning content and gamification systems that will be implemented in the "KitaBelajar" Smart Kiosk. The learning content is designed with modified ADDIE and the gamification system is designed with the gamification design method proposed by Morschheuser, et al (2018). Selection of the gamification elements is based on the HEXAD player type. This research generated list of learning materials proposal and specifications for learning videos that will be implemented in the "KitaBelajar" Smart Kiosk, also the design of the Kita Belajar "KitaBelajar" gamification system. The game elements used in the gamification system are gifting, challenges, also levels and progress. The test results show that there is an increase in user knowledge after viewing the learning video and there is an increase in user engagement scores (UES-SF).
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Final Project |
author |
Khairunnisa Rahmah, Siti |
spellingShingle |
Khairunnisa Rahmah, Siti PERANCANGAN GAMIFIKASI PADA KIOS PINTAR "KITABELAJAR" UNTUK MENINGKATKAN EFEKTIVITAS PEMBELAJARAN BAGI LANSIA. |
author_facet |
Khairunnisa Rahmah, Siti |
author_sort |
Khairunnisa Rahmah, Siti |
title |
PERANCANGAN GAMIFIKASI PADA KIOS PINTAR "KITABELAJAR" UNTUK MENINGKATKAN EFEKTIVITAS PEMBELAJARAN BAGI LANSIA. |
title_short |
PERANCANGAN GAMIFIKASI PADA KIOS PINTAR "KITABELAJAR" UNTUK MENINGKATKAN EFEKTIVITAS PEMBELAJARAN BAGI LANSIA. |
title_full |
PERANCANGAN GAMIFIKASI PADA KIOS PINTAR "KITABELAJAR" UNTUK MENINGKATKAN EFEKTIVITAS PEMBELAJARAN BAGI LANSIA. |
title_fullStr |
PERANCANGAN GAMIFIKASI PADA KIOS PINTAR "KITABELAJAR" UNTUK MENINGKATKAN EFEKTIVITAS PEMBELAJARAN BAGI LANSIA. |
title_full_unstemmed |
PERANCANGAN GAMIFIKASI PADA KIOS PINTAR "KITABELAJAR" UNTUK MENINGKATKAN EFEKTIVITAS PEMBELAJARAN BAGI LANSIA. |
title_sort |
perancangan gamifikasi pada kios pintar "kitabelajar" untuk meningkatkan efektivitas pembelajaran bagi lansia. |
url |
https://digilib.itb.ac.id/gdl/view/68669 |
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1822933717446819840 |