GAMIFICATION-BASED ADAPTIVE LEARNING USING FUZZY ALGORITHMS IN SMART LEARNING ENVIRONMENTS
Education is a critical aspect in the development of quality and competitive human resources. In a smart learning environment, students' success in understanding and mastering learning materials plays an important role in measuring learning progress and identifying individual learning needs....
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Format: | Theses |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/78048 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | Education is a critical aspect in the development of quality and competitive human
resources. In a smart learning environment, students' success in understanding and
mastering learning materials plays an important role in measuring learning progress
and identifying individual learning needs. Measuring the success of students' level
of mastery and understanding can be done in several ways such as assignments,
exams, and tests or assessments. However, there are several obstacles in this
learning activity, namely static assessment conditions that are less adaptive,
difficulty identifying student abilities and feedback that is not given to the
development of student understanding which results in a lack of student motivation
in learning. This research develops a gamification-based adaptive learning
application using quiz-based fuzzy algorithms, to provide positive reactions and
new experiences to students through interactive learning that is not monotonous
utilizing text, image and sound elements, so that it can increase learning motivation,
knowledge and student learning effectiveness from the point of view of student
interaction and involvement. This research uses DRM (Design Research
Methodology) as the research approach, by adopting the SLEEG (Smart Learning
Environment Establishment Guideline) method using the ADDIE (Analyze,
Design, Develop, Implement, Evaluate) method as the development method.
Application testing involved 141 respondents. Testing was conducted using pre-test
and post-test methods, as well as a student perception survey by adopting the
HMSAM (Hedonic-Motivation System Adoption Model) to see the impact of using
the application on students from the point of view of reactions, increased knowledge
and learning outcomes. The reaction evaluation results show that the use of
gamification-based learning application using fuzzy algorithm has a positive impact
on user motivation and engagement. In addition, the learning impact evaluation
showed an increase in scores with a difference of 8.11 points for group B and a
difference of 3.81 points for group A, indicating an increase in user scores after
receiving adaptive learning treatment using the application. |
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