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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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 |
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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. |
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Dissertations |
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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 |
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https://digilib.itb.ac.id/gdl/view/85574 |
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