Integrating gamification in a blended learning entrepreneurship course: Discussing student learning and achievement motivation

Wangi, Nisaul Barokati Seliro, Dewi, Yuli Ani Setyo, Munawaroh, Diah Ambarumi ORCID: https://orcid.org/0000-0003-3322-517X, Harsono, Harsono, Syamsudin, Syamsudin, Zainuddin, Ammar, Zuana, Muhammad Mujtaba Mitra, Habsy, Bakhrudin All, Sirojuddin, Akhmad and Wandira, Septiana (2020) Integrating gamification in a blended learning entrepreneurship course: Discussing student learning and achievement motivation. International Journal of Psychosocial Rehabilitation, 24 (7). pp. 9598-9607. ISSN 14757192

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Abstract

Purpose Students’ passive activities, such as reading and watching activity make learning process can't run well. Only active communication with their colleagues, facilitators, and other learning resources make process run well. In this case, we use gamification to improve student's learning motivation. This study used four scales to obtain consistent and measurable data. Scale 1 and 2 were to analyze the level of knowledge about gamification framework, Scale 3 for concept and effectiveness and Scale 4 for fun learning. In conclusion, entrepreneurship courses through gamification run effectively because students are interested in gamification because it is new for them and able to establish good communication patterns as well as makes students more literate on technology.

Item Type: Journal Article
Keywords: Gamification; blended learning; entrepreneurship course; achievement motivation; student learning
Subjects: 13 EDUCATION > 1302 Curriculum and Pedagogy
Divisions: Biro Administrasi Umum, Perencanaan, dan Keuangan
Depositing User: Diah Ambarumi Munawaroh
Date Deposited: 16 May 2024 10:00

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