TY - GEN
T1 - The development of gamification 3.0 concepts for learning materials in e-learning systems using the ADDIE model approach
AU - Pratama, Muhammad Fahril
AU - Puspasari, Maya Arlini
AU - Hidayat, Tegar Septyan
AU - Iqbal, Billy Muhamad
N1 - Publisher Copyright:
© 2024 Author(s).
PY - 2024/2/6
Y1 - 2024/2/6
N2 - The transition from conventional learning into the form of distance learning with an e-learning system due to the COVID-19 pandemic has led to the emergence of a phenomenon called learning loss, namely the difference between current learning outcomes and learning outcomes that should be obtained in normal conditions. The initial survey also shows that there are several obstacles in implementing the e-learning system in this situation, such as low levels of understanding, lack of interaction with teachers or other students, and the habit of continuing to study conventionally. The concept of Gamification 3.0 is considered suitable to overcome this issue because it can increase motivation, engagement, and learning achievement by considering the differences in each individual's learning style. This gamification model was developed using the ADDIE model framework for further use as an experimental object which aims to analyze the effect of gamification on learning effectiveness and its comparison with conventional learning methods. The results showed that the gamification model was able to improve learning achievement, motivation, and student engagement in learning, although it also had a different effect for each type of learning style. Thus, the concept of gamification 3.0 can be implemented further by the recommendations of this study because it has a positive effect on learning effectiveness and provides personalization for each type of learning style in order to experience optimal results.
AB - The transition from conventional learning into the form of distance learning with an e-learning system due to the COVID-19 pandemic has led to the emergence of a phenomenon called learning loss, namely the difference between current learning outcomes and learning outcomes that should be obtained in normal conditions. The initial survey also shows that there are several obstacles in implementing the e-learning system in this situation, such as low levels of understanding, lack of interaction with teachers or other students, and the habit of continuing to study conventionally. The concept of Gamification 3.0 is considered suitable to overcome this issue because it can increase motivation, engagement, and learning achievement by considering the differences in each individual's learning style. This gamification model was developed using the ADDIE model framework for further use as an experimental object which aims to analyze the effect of gamification on learning effectiveness and its comparison with conventional learning methods. The results showed that the gamification model was able to improve learning achievement, motivation, and student engagement in learning, although it also had a different effect for each type of learning style. Thus, the concept of gamification 3.0 can be implemented further by the recommendations of this study because it has a positive effect on learning effectiveness and provides personalization for each type of learning style in order to experience optimal results.
UR - http://www.scopus.com/inward/record.url?scp=85185761020&partnerID=8YFLogxK
U2 - 10.1063/5.0144128
DO - 10.1063/5.0144128
M3 - Conference contribution
AN - SCOPUS:85185761020
T3 - AIP Conference Proceedings
BT - AIP Conference Proceedings
A2 - Kusuma, Andyka
A2 - Fatriansyah, Jaka Fajar
A2 - Dhelika, Radon
A2 - Pratama, Mochamad Adhiraga
A2 - Irwansyah, Ridho
A2 - Maknun, Imam Jauhari
A2 - Putra, Wahyuaji Narottama
A2 - Ardi, Romadhani
A2 - Harwahyu, Ruki
A2 - Harahap, Yulia Nurliani
A2 - Lischer, Kenny
PB - American Institute of Physics Inc.
T2 - 17th International Conference on Quality in Research, QiR 2021 in conjunction with the International Tropical Renewable Energy Conference 2021, I-Trec 2021 and the 2nd AUN-SCUD International Conference, CAIC-SIUD
Y2 - 13 October 2021 through 15 October 2021
ER -