Penerapan Gamification Pada Pembelajaran Ekonomi Di SMA

  • Annisya' Universitas Negeri Malang
  • Rizza Megasari Universitas Negeri Malang
  • Yogi Dwi Satrio Universitas Negeri Malang
  • Rizky Dwi Putri Universitas Negeri Malang
Abstract views: 279 , PDF (Bahasa Indonesia) downloads: 0
Keywords: Learning Media, Mobile Learning, Gamification.

Abstract

This gamification training for SMAN 3 Nganjuk teachers aims to improve teachers' understanding and skills in utilizing mobile learning in learning activities carried out especially during the pandemic era. Student learning activities are expecting not only to be carried out through the WA group or Google Classroom, but can also doing by using other applications that can attract students' learning interest. This service activity carried out in 3 stages, namely, 1) the preparation stage, 2) the implementation stage, 3) the mentoring stage using the lecture method and FGD (Focus Group Discussion). The enthusiasm of the teacher in participating in this training activity looks very big, so that the results obtained from this service are as many as 85% of the teachers have mastered the use of applications well and are ready to practice it in classroom learning.

Downloads

Download data is not yet available.

References

Azhar. Arsyad. (2010). Media Pembelajaran. Jakarta PT. Raja Grafindo Persada

Calimag, J. and V, Miguel, P. A. G.,Conde, R. S., & Aquino, L. B. (2014). Ubiquitous Learning Environment Using Android Mobile Application. International Journal of Research in Engineering and Technology, 2(2), pp119-128. https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.681.508&rep=rep1&type=pdf

Darmawan, D. (2013). Teknologi Pembelajaran. Bandung: Remaja Rosdakarya

Deterding, S., Dixon, D., Khaled, R. And Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining “Gamification”. In Proceedings of the 15th International Academic MinTrek Confrence Envisioning. https://dl.acm.org/doi/10.1145/2181037.2181040

Huotari, K. and Hamari, J. (2012). Defining Gamification: A Service Marketing Perspective. Proceeding of the 16th International Academic MindTrek Conference on - MindTrek '12.

Kapp, K. (2013). The Gamification of Learning and Instruction: Game Based Methods and Strategies for Training and Education. San Fransisco, CA: John Wiley & Sons.

Kim, D., Rueckert, D., Kim, D.-J., & Seo, D. Students’ perceptions and experiences of mobile learning. Language Learning & Technology, 17(3), 52–73. http://llt.msu.edu/issues/october2013/kimetal.pdf

Warsita, Bambang (2008). Teknologi Pembelajaran. Landasan & Aplikasinya Jakarta. Rineka Cipta.

PlumX Metrics

Published
2021-06-22
How to Cite
Annisya’, Megasari, R., Satrio, Y. D., & Putri, R. D. (2021). Penerapan Gamification Pada Pembelajaran Ekonomi Di SMA. Jurnal ABDINUS : Jurnal Pengabdian Nusantara, 5(1), 58-65. https://doi.org/10.29407/ja.v5i1.14900