Use of gamification to increasing motivation in learning

The industrial revolution 4.0 became a driver of progress for all fields of life. In the field of education, era 4.0 made the old way of learning must be improved along with technological developments. One of them is gamification, a learning approach that uses several elements in games that aim to m...

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Main Authors: Ayesha Zafar, Bagia Maulana Patah, Syelma Nuraida Fatya
Format: Article
Language:English
Published: Universtas Pendidikan Indonesia 2022-06-01
Series:Curricula
Subjects:
Online Access:https://ejournal.upi.edu/index.php/CURRICULA/article/view/47860
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author Ayesha Zafar
Bagia Maulana Patah
Syelma Nuraida Fatya
author_facet Ayesha Zafar
Bagia Maulana Patah
Syelma Nuraida Fatya
author_sort Ayesha Zafar
collection DOAJ
description The industrial revolution 4.0 became a driver of progress for all fields of life. In the field of education, era 4.0 made the old way of learning must be improved along with technological developments. One of them is gamification, a learning approach that uses several elements in games that aim to motivate students in the learning process so that they feel comfortable and have fun. This study uses a survey method, with the aim of knowing the responses, motivations, and interests of respondents related to this gamification. The survey was conducted using a google form, and distributed online to respondents through various communication media. The data is generated from research in the form of a bar chart. Then, this data is processed and the difference value is obtained from each question. Description of the research developed based on the questions in the questionnaire. The results of the study show that students like the learning process by gamification because students with a ranking game system have an award. Results Based on the research, students like learning by gamification. It should be explained that gamification is not just making a game. However, using the game system in real life. So, it is necessary to conduct further research on ways to develop gamification to increase students learning motivation.
format Article
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institution Kabale University
issn 2964-7339
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language English
publishDate 2022-06-01
publisher Universtas Pendidikan Indonesia
record_format Article
series Curricula
spelling doaj-art-86de1330062548d5bc7c49785993b6432025-02-11T21:46:12ZengUniverstas Pendidikan IndonesiaCurricula2964-73392830-79172022-06-0111334210.17509/curricula.v1i1.4786019134Use of gamification to increasing motivation in learningAyesha Zafar0Bagia Maulana Patah1Syelma Nuraida Fatya2Universitas Pendidikan IndonesiaUniversitas Pendidikan IndonesiaUniversitas Pendidikan IndonesiaThe industrial revolution 4.0 became a driver of progress for all fields of life. In the field of education, era 4.0 made the old way of learning must be improved along with technological developments. One of them is gamification, a learning approach that uses several elements in games that aim to motivate students in the learning process so that they feel comfortable and have fun. This study uses a survey method, with the aim of knowing the responses, motivations, and interests of respondents related to this gamification. The survey was conducted using a google form, and distributed online to respondents through various communication media. The data is generated from research in the form of a bar chart. Then, this data is processed and the difference value is obtained from each question. Description of the research developed based on the questions in the questionnaire. The results of the study show that students like the learning process by gamification because students with a ranking game system have an award. Results Based on the research, students like learning by gamification. It should be explained that gamification is not just making a game. However, using the game system in real life. So, it is necessary to conduct further research on ways to develop gamification to increase students learning motivation.https://ejournal.upi.edu/index.php/CURRICULA/article/view/47860gamificationlearningmotivation
spellingShingle Ayesha Zafar
Bagia Maulana Patah
Syelma Nuraida Fatya
Use of gamification to increasing motivation in learning
Curricula
gamification
learning
motivation
title Use of gamification to increasing motivation in learning
title_full Use of gamification to increasing motivation in learning
title_fullStr Use of gamification to increasing motivation in learning
title_full_unstemmed Use of gamification to increasing motivation in learning
title_short Use of gamification to increasing motivation in learning
title_sort use of gamification to increasing motivation in learning
topic gamification
learning
motivation
url https://ejournal.upi.edu/index.php/CURRICULA/article/view/47860
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