PENGARUH ELEMEN GAMIFICATION TERHADAP HASIL BELAJAR SISWA PADA E-LEARNING PEMROGRAMAN JAVA

Fajar Pradana, Fitra A. Bachtiar, Bayu Priyambadha

Abstract


E-learning merupakan salah satu penerapan teknologi informasi pada proses belajar mengajar. E-learning memberikan fleksibilitas proses belajar mengajar dari manapun dan kapanpun. Namun banyak sistem e-learning saat ini tidak mampu mencapai tujuan yang diinginkan karena kurangnya pengetahuan tentang teknik dan metode dalam penerapannya. Untuk meningkatkan efisiensi, efektifitas, motivasi dan keterlibatan siswa dalam e-learning dapat dicapai dengan memanfaatkan gamification. Gamification adalah penggunaan elemen terkait dengan video game (game mechanics dan game dynamics) dalam aplikasi non-game. Gamification telah diterapkan di berbagai domain beberapa tahun terakhir. Salah satu domain tersebut adalah pendidikan dan pelatihan. Namun belum banyak yang melakukan analisis mendalam mengenai dampak dari penggunaan elemen gamification pada e-learning terhadap hasil belajar siswa. Penelitian ini akan menganalisis pengaruh elemen gamification seperti poin pengalaman, poin aktivitas, dan badge terhadap hasil belajar siswa. E-learning yang diterapkan spesifik pada bidang pemrograman Java. Dari hasil analisis terdapat 2 (dua) variabel yang berpengaruh signifikan dengan nilai Sig < 0.05 yaitu, Poin Aktivitas (Pa) dan Poin Pengalaman (Pp). Sedangkan untuk Jumlah Badge kurang berpengaruh signifikan terhadap nilai Post-test (Po) dengan nilai Sig. > 0.005.

Kata kunci: E-Learning, Gamification, Poin Pengalaman, Poin Aktifitas, Badge, Pemrograman


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References


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