THE IMPLEMENTATION OF GAMIFICATION CONCEPT INSIDE ONLINE CLASSROOM ACTIVITIES TO PROMOTE STUDENTS’ ENGAGEMENT

Feryan Christ Jonathan, Michael Recard

Abstract


Online learning has made massive development nowadays. Due to the spread of Covid-19, the government made a policy to prohibit physical meetings in schools. However, this new policy caused a problem of engagement in online learning. During the lesson, students are giving slow and minimum responses to the teacher’s instruction. This happens in most of the school that operates online learning. Therefore, a solution to improve engagement in online classroom is needed. The implementation of the gamification concept is one of the great alternatives. The implementation of this concept has reaped positive results from various fields, including education. With the right application, this method can be a powerful tool to teach in online learning.

Keywords


covid-19, engagement, gamification, online classroom, quarantine

Full Text:

PDF

References


Adams, N., Little, T. D., & Ryan, R. M. (2017). Self-determination theory. Development of Self-Determination Through the Life-Course, 55(1), 47–54. https://doi.org/10.1007/978-94-024-1042-6_4

Ahn, J., & McEachin, A. (2017). Student Enrollment Patterns and Achievement in Ohio’s Online Charter Schools. Educational Researcher, 46(1), 44–57. https://doi.org/10.3102/0013189X17692999

B., B., Mesia, B., & Krathwohl, D. (1964). Taxonomy of Educational Objectives. New York: David McKay.

Boyle, E., Connolly, T. M., & Hainey, T. (2017). Handbook of Digital Games and Entertainment Technologies. In Handbook of Digital Games and Entertainment Technologies (Vol. 2). https://doi.org/10.1007/978-981-4560-50-4

Chou, Y. (2016). Actionable gamification: Beyond points, badges, and leaderboards. In Octalysis Media. https://doi.org/10.1017/CBO9781107415324.004

Deterding, S., O’Hara, K., Sicart, M., Dixon, D., & Nacke, L. (2011). Gamification: Using game design elements in non-gaming contexts. Conference on Human Factors in Computing Systems - Proceedings, (January), 2425–2428. https://doi.org/10.1145/1979742.1979575

Eisenring, M. A. A., & Margana, M. (2019). the Importance of Teacher – Students Interaction in Communicative Language Teaching (Clt). PRASASTI: Journal of Linguistics, 4(1), 46. https://doi.org/10.20961/prasasti.v4i1.17052

Eysenck, M. W. (2018). Effective Learning. Simply Psychology, (May), 379–395. https://doi.org/10.4324/9781315517933-29

Giessen, H. W. (2015). Serious Games Effects: An Overview. Procedia - Social and Behavioral Sciences, 174(November), 2240–2244. https://doi.org/10.1016/j.sbspro.2015.01.881

Haerudin, Cahyani, A., Sitihanifah, N., Setiani, R. N., Nurhayati, S., Oktaviani, V., & Sitorus, Y. I. (2020). Peran Orang Tua dalam Membimbing Anak Selama Pembelajaran di Rumah Sebagai Upaya Memutus Covid-19. Pembelajaran Di Rumah Sebagai Upaya Memutus Covid-19, (May), 1–12.

Hart, C. M. D., Berger, D., Jacob, B., Loeb, S., & Hill, M. (2019). Online Learning, Offline Outcomes: Online Course Taking and High School Student Performance. AERA Open, 5(1), 233285841983285. https://doi.org/10.1177/2332858419832852

Iida, H. (2018). Where is a Line between Work and Play? IPSJ SIG Technical Report, 13(February). Retrieved from https://www.researchgate.net/publication/323436458

Ishak, Z., & Amjah, D. Y. P. H. (2015). An Exploratory Study on Students’ Engagement in Social Studies of Year 7. Journal of Management Research, 7(2), 433. https://doi.org/10.5296/jmr.v7i2.6934

Jones, R. D. (2009). Student Engagement. In International Center for Leadership in Education (Vol. 51). https://doi.org/10.1108/et.2009.00451cab.010

Kirkland, D., & O’Riordan, F. (2008). Games as an Engaging Teaching and Learning Technique : Learning or playing ? Novel Approaches to Promoting Student Engagement, 77–87.

Koster, R. (2004). A Theory of Fun for Game Design. Gravenstein Highway North: Paraglyph Press.

Melorose, J., Perroy, R., & Careas, S. (2015). The Effects of Teacher-Family Communication on Student Engagement. Statewide Agricultural Land Use Baseline 2015, 1, 45. https://doi.org/10.1017/CBO9781107415324.004

Miller, R. L., Amsel, E., Kowaleski, B. M., Beins, B. C., Keith, K. D., & Peden, B. F. (2011). Promoting Student Engagement. Society for the Teaching Psychology, 1.

Nguyen, T. (2015). The Effectiveness of Online Learning: Beyond No Significant Difference and Future Horizons. MERLOT Journal of Online Learning and Teaching, 11(2), 309–319.

Noemí, P.-M., & Máximo, S. H. (2014). Educational Games for Learning. Universal Journal of Educational Research, 2(3), 230–238. https://doi.org/10.13189/ujer.2014.020305

Riggs, S. A., Linder, K. E., & State, O. (2016). Actively Engaging Students in Asynchronous Online Classes. IDEA Center, Inc, (64), 1–10. Retrieved from https://eric.ed.gov/?id=ED573672%0Ahttps://www.ideaedu.org/Portals/0/Uploads/Documents/IDEA Papers/IDEA Papers/PaperIDEA_64.pdf

Rossetti, J., & Fox, P. G. (2009). Factors related to successful teaching by outstanding professors: an interpretive study. The Journal of Nursing Education, 48(1), 11–16. https://doi.org/10.3928/01484834-20090101-09

Salen, K., & Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals. Massachusetts: The MIT Press.

Sugar, S. (1998). Games that Teach. San Fransisco: Jossey-Bass/Pfeiffer.

Syalwa, A. (2020). Pembelajaran Daring, Efektif? - Kompasiana.com. Retrieved September 15, 2020, from Kompasiana.com website: https://www.kompasiana.com/arditasyalwa/5e7ba8d6097f36116506b8a2/pembelajaran-daring-efektif

Tanimoto, J. (2015). Fundamentals of Evolutionary Game Theory and its Applications. In Springer. https://doi.org/10.1007/978-4-431-54962-8

Watnaya, A. kusnayat, Muiz, M. hifzul, Nani Sumarni, Mansyur, A. salim, & Zaqiah, Q. yulianti. (2020). Pengaruh Teknologi Pembelajaran Kuliah Online Di Era Covid-19 Dan Dampaknya Terhadap Mental Mahasiswa. EduTeach : Jurnal Edukasi Dan Teknologi Pembelajaran, 1(2), 153–165. https://doi.org/10.37859/eduteach.v1i2.1987

Wu, J., Li, P., & Rao, S. (2008). Why They Enjoy Virtual Game Worlds? An Empirical Investigation. Journal of Electronic Commerce Research, 9(3), 219.

Zosh, J. M., Emily J. Hopkins, Jensen, H., Liu, C., Neale, D., Hirsh-Pasek, K., … Whitebread, D. (2017). Learning Through Play : A Review of the Evidence (White Paper).




DOI: https://doi.org/10.24071/ijiet.v5i2.3461

Article Metrics

Abstract view : 3852 times
PDF view: 1438 times

Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.

Indexed and abstracted in:

 

Creative Commons License

This work is licensed under CC BY-SA.

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

IJIET DOI: https://doi.org/10.24071/ijiet

p-ISSN: 2548-8422 (since 5 January 2017); e-ISSN: 2548-8430 (since 5 January 2017)

Flag Counter

IJIET (International Journal of Indonesian Education and Teaching) is published by the Institute for Research and Community Services of Sanata Dharma University, Yogyakarta, Indonesia.