THE IMPLEMENTATION OF GAMIFICATION CONCEPT INSIDE ONLINE CLASSROOM ACTIVITIES TO PROMOTE STUDENTS’ ENGAGEMENT
(1) Pelita Harapan University
(2) Pelita Harapan University
(*) Corresponding Author
Abstract
Keywords
Full Text:
PDFReferences
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
Refbacks
- There are currently no refbacks.
Copyright (c) 2021 Feryan Christ Jonathan, Michael Recard
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Indexed and abstracted in:
IJIET Sinta 2 Certificate (S2 = Level 2)
We would like to inform you that IJIET (International Journal of Indonesian Education and Teaching):has been nationally accredited Sinta 2 by the Ministry of Education, Culture, Research and Technology of the Republic of Indonesia based on the decree No. Surat Keputusan 158/E/KPT/2021. Validity for 5 years: Vol 5 No 2, 2021 until Vol 10 No 1, 2026.
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)
IJIET (International Journal of Indonesian Education and Teaching) is published twice a year, namely in January and July, by the Institute for Research and Community Services of Sanata Dharma University, Yogyakarta, Indonesia.