Eksplorasi Model Sistem Pembelajaran Pendidikan Tinggi berbasis Gamifikasi

Prayitno, Bima Sakti (2021) Eksplorasi Model Sistem Pembelajaran Pendidikan Tinggi berbasis Gamifikasi. Masters thesis, InstitutTeknologi Sepuluh Nopember.

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Abstract

Pendidikan saat ini tidak terpaku hanya duduk dan mendengarkan saja, tetapi terdapat banyak opsi metode pembelajaran yang bisa digunakan. Metode yang bisa dijadikan pilihan adalah gamifikasi. Gamifikasi adalah penggunaan unsur game (permainan) dalam konteks non-game. Pada penelitian ini, konteks gamifikasi dikhususkan untuk pendidikan. Gamifikasi dinilai merupakan salah satu metode dari e-learning dan cocok digunakan pada pembelajaran jarak jauh seperti pada saat pandemi COVID-19. Selama penggunaannya, gamifikasi sering kali tidak tepat sasaran karena tidak cocok dengan gaya belajar dari pelajar. Salah satu model gaya belajar yang umum dijadikan acuan adalah model gaya belajar dari Felder-Silverman. Metode ini membagi gaya belajar menjadi empat dimensi berdasarkan bagaimana pelajar lebih suka dalam menerima dan memproses informasi, yaitu processing (proses), perception (persepsi), input (masukan), dan understanding (pemahaman). Pada penelitian ini, gamifikasi akan diuji tingkat penerimaannya dengan teori technology acceptance model (TAM). TAM merupakan sebuah model yang sering digunakan yang mengukur suatu perilaku terhadap penggunaan teknologi informasi. Aspek yang akan diteliti pada TAM adalah percieved interactivity dan percieved playfulness. Hasil dari penelitian diharapkan mampu memberikan pemahaman baru pada sistem pembelajaran yang tepat bagi perguruan tinggi. Hasil penelitian ini yaitu mahasiswa lebih cenderung memiliki tipe gaya belajar visual dan aktif. Percieved interactivity dan percieved playfulness memiliki mempengaruhi minat mahasiswa dalam menggunakan gamifikasi.
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Education nowdays is not just sitting and listening to mentor, but there are some methods that usually used. One of the method is gamification. Gamification is using game essential in a non-game need. In this study, the context of gamification is for education. Gamification is considered to be one of e-learning method and is suitable for use in distance learning such as during the COVID-19 pandemic. In its application, gamification encounter obstacle that each learner has different learning style, so that gamification is often not works. There are many clasification of learning styles that have been studied before. One of learning style classification is often used is from Felder-Silverman. This theory classificate learning style into four dimensions, its processing, perception, input and understanding. In this study, learning style will be tested the acceptance level from learner with technology acceptance model (TAM). TAM is the theory that often used to measure a behavior toward use of information technology. The aspects that will tested are percieved interactivity and percieved playfulness. The author expect results of this study able to provide new understanding for the appropriate learning system in higher education. The results of this study show most of learner from higher education has active and visual learning styles. Then from analysis, percieved interactivity and percieved playfulness has significanly postive impact to student intention using gamification for education.

Item Type: Thesis (Masters)
Uncontrolled Keywords: Felder-Silverman, Gamifikasi, pendidikan tinggi , Technology acceptance model, Felder-Silverman, Higher Education Gamification, Technology acceptance model
Subjects: L Education > LB Theory and practice of education > LB1029.S53 Educational games. Simulation methods
Divisions: Faculty of Creative Design and Digital Business (CREABIZ) > Technology Management > 61101-(S2) Master Thesis
Depositing User: Bima Sakti Prayitno
Date Deposited: 23 Feb 2021 05:32
Last Modified: 23 Feb 2021 05:32
URI: http://repository.its.ac.id/id/eprint/82706

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