THE IMPACT OF GAMIFICATION FOR IMPROVING ENTREPRENEUR STUDENT LEADERSHIP-SKILLS IN HIGHER EDUCATION INSTITUTION

Education is a fundamental endeavour to develop human potential to reach its fullest capacity. In this context, an understanding of relevant educational theories enables educators to better understand how students learn, particularly in the face of modern challenges. This research aims to analyse ho...

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Main Author: Aditya Saptari, Hendarsyah
Format: Dissertations
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/85574
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:85574
spelling id-itb.:855742024-08-26T07:59:22ZTHE IMPACT OF GAMIFICATION FOR IMPROVING ENTREPRENEUR STUDENT LEADERSHIP-SKILLS IN HIGHER EDUCATION INSTITUTION Aditya Saptari, Hendarsyah Indonesia Dissertations Experiment Research, Gamification, Leadership, Learning theory, Pedagogy INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/85574 Education is a fundamental endeavour to develop human potential to reach its fullest capacity. In this context, an understanding of relevant educational theories enables educators to better understand how students learn, particularly in the face of modern challenges. This research aims to analyse how graduate students learning about leadership can be more effective through a gamification approach compared to a traditional approach, as well as identify the most suitable gamification mechanisms in enhancing the learning process. This research focuses on several key variables, namely individual learning styles (Visual, Auditory, Kinesthetic, Tactile, Group, Individual) as factors that influence the effectiveness of gamification, gamification as a moderating variable that affects the relationship between learning styles and various performance outcomes, and self-concordance as a variable that measures the alignment between an individual's intrinsic motivation and the goals to be achieved. To answer the research objectives, a positivism research philosophy with a deductive approach and mixed methods, involving experimental strategies, surveys and in-depth interviews, were used. Through this research design, the researcher sought to collect in-depth quantitative and qualitative data to explore how gamification can influence leadership learning in graduate students. The results showed that the use of gamification in leadership learning significantly improved student engagement, motivation, and learning outcomes compared to traditional methods. The gamification model generated from this research identifies the most effective game elements, such as the provision of timely feedback, appropriate challenge levels, and the use of engaging narratives, which can be integrated into the leadership curriculum to enhance students' learning experience. 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 Education is a fundamental endeavour to develop human potential to reach its fullest capacity. In this context, an understanding of relevant educational theories enables educators to better understand how students learn, particularly in the face of modern challenges. This research aims to analyse how graduate students learning about leadership can be more effective through a gamification approach compared to a traditional approach, as well as identify the most suitable gamification mechanisms in enhancing the learning process. This research focuses on several key variables, namely individual learning styles (Visual, Auditory, Kinesthetic, Tactile, Group, Individual) as factors that influence the effectiveness of gamification, gamification as a moderating variable that affects the relationship between learning styles and various performance outcomes, and self-concordance as a variable that measures the alignment between an individual's intrinsic motivation and the goals to be achieved. To answer the research objectives, a positivism research philosophy with a deductive approach and mixed methods, involving experimental strategies, surveys and in-depth interviews, were used. Through this research design, the researcher sought to collect in-depth quantitative and qualitative data to explore how gamification can influence leadership learning in graduate students. The results showed that the use of gamification in leadership learning significantly improved student engagement, motivation, and learning outcomes compared to traditional methods. The gamification model generated from this research identifies the most effective game elements, such as the provision of timely feedback, appropriate challenge levels, and the use of engaging narratives, which can be integrated into the leadership curriculum to enhance students' learning experience.
format Dissertations
author Aditya Saptari, Hendarsyah
spellingShingle Aditya Saptari, Hendarsyah
THE IMPACT OF GAMIFICATION FOR IMPROVING ENTREPRENEUR STUDENT LEADERSHIP-SKILLS IN HIGHER EDUCATION INSTITUTION
author_facet Aditya Saptari, Hendarsyah
author_sort Aditya Saptari, Hendarsyah
title THE IMPACT OF GAMIFICATION FOR IMPROVING ENTREPRENEUR STUDENT LEADERSHIP-SKILLS IN HIGHER EDUCATION INSTITUTION
title_short THE IMPACT OF GAMIFICATION FOR IMPROVING ENTREPRENEUR STUDENT LEADERSHIP-SKILLS IN HIGHER EDUCATION INSTITUTION
title_full THE IMPACT OF GAMIFICATION FOR IMPROVING ENTREPRENEUR STUDENT LEADERSHIP-SKILLS IN HIGHER EDUCATION INSTITUTION
title_fullStr THE IMPACT OF GAMIFICATION FOR IMPROVING ENTREPRENEUR STUDENT LEADERSHIP-SKILLS IN HIGHER EDUCATION INSTITUTION
title_full_unstemmed THE IMPACT OF GAMIFICATION FOR IMPROVING ENTREPRENEUR STUDENT LEADERSHIP-SKILLS IN HIGHER EDUCATION INSTITUTION
title_sort impact of gamification for improving entrepreneur student leadership-skills in higher education institution
url https://digilib.itb.ac.id/gdl/view/85574
_version_ 1822283168665829376