GAMIFICATION-BASED PLATFORM DEVELOPMENT FOR EARLY CHILDREN'S READING SKILLS
Reading is a basic skill that every child must have in order to access more knowledge in the future. The use of uninteresting media leads to decreased motivation and participation in learning. Coupled with the increasing number of gadget users and game players at the age of children. So it takes...
Saved in:
Main Author: | |
---|---|
Format: | Theses |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/78050 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | Reading is a basic skill that every child must have in order to access more
knowledge in the future. The use of uninteresting media leads to decreased
motivation and participation in learning. Coupled with the increasing number of
gadget users and game players at the age of children. So it takes an interesting
learning media for today's children by making games as a learning media. This
research uses Design Research Methodology (DRM) in its development using
gamified applications on devices as support. This gamified application is expected
to be an interesting learning media for today's children who were born in the era
of high technology. In the development of gamification applications, a
comprehensive octalysis framework is used to satisfy the need for motivation. The
octalysis framework has eight cores that are translated into game elements used in
the reading learning application. This application was tested on first grade students
of Teluk Kuantan Integrated Islamic Elementary School (SDIT) with 35
participants. The results of the trial use of this application show that this gamified
application for learning to read has an impact on students' learning. It can be seen
in the results of the analysis of student learning tested using the Mann-Withney test
with the results of Asym. Sig (2-tailed) of 0.18, which shows that there is a
significant difference in learning outcomes after using the gamification application
(posttest) and before using the gamification application (pretest). The results of the
learner questionnaire (survey) show that students feel motivated and involved in
learning from the aspects of meaning, development, empowerment, ownership, and
scarcity with a large average value of four. |
---|