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REVOLUSI DIGITAL BEBASIS AKHLAK

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REVOLUSI DIGITAL BEBASIS AKHLAK Hamdani, Pengawas Sekolah, Tambun, Kabupaten Bekasi hamdani.5hp@gmail.com Kemajuan teknologi digital telah membawa perubahan signifikan dalam berbagai aspek kehidupan, termasuk dalam dunia pendidikan. Di era digital ini, pembelajaran tidak lagi terbatas pada ruang kelas fisik, melainkan dapat dilakukan secara daring dengan memanfaatkan berbagai platform teknologi. Hal ini memberikan kemudahan bagi peserta didik untuk mengakses ilmu kapan saja dan di mana saja. Namun, perkembangan teknologi juga menghadirkan tantangan baru, terutama dalam hal moral dan etika dalam proses pembelajaran. Tidak jarang, peserta didik kurang mengindahkan nilai-nilai akhlak saat berinteraksi di lingkungan digital, seperti kurang menghormati guru dalam pembelajaran daring atau menggunakan teknologi untuk hal-hal yang tidak sesuai dengan norma moral (Nasrul Hs, 2015) Rosulullah bersabda.  إِنَّمَا بُعِثْتُ لأُتَمِّمَ مَكَارِمَ الأَخْلاقِ Artinya: " Sesungguhnya aku d...

Can Gamification Be a Solution to Increase Students' Interest in Learning?

       Can Gamification Be a Solution to Increase Students' Interest in Learning?                         Hamdani, Education Supervisor at Madrasah in Bekasi Regency                                                 hamdani.5hp@gmail.

Gamification as a Strategy to Enhance Student Learning Interest. Gamification plays a crucial role in education, particularly in boosting students' motivation and interest in learning. Given its significance, this discussion is divided into several key sections: the Concept of Gamification, the Impact of Gamification, and Methods for Evaluating Its Effectiveness in Enhancing Student Learning Motivation.

A. The Concept of Gamification

         Gamified learning involves incorporating game-like elements into educational settings to enhance student engagement and motivation. This approach integrates mechanisms such as challenges, points, rewards, and levels into the learning process, making it more interactive and enjoyable. According to Rahmatullah (2021), gamification is designed to reinforce positive learning behaviors by leveraging the natural human tendency to engage in games. Consequently, students move beyond passive listening and actively participate in a more dynamic learning experience.

         Implementing gamification in education requires several strategic steps. Jusuf (2016) highlights that these steps include defining learning objectives, designing game-based learning scenarios, and developing engaging activities. For instance, lesson content can be divided into sections, each concluding with a quiz where students earn virtual badges upon successful completion. Additionally, gamification fosters healthy competition through point systems and leaderboards, motivating students to strive for academic excellence. By applying this approach, students are expected to develop a greater enthusiasm for learning and achieve their educational goals.

B. The Impact of Gamification on Student Learning Interest

Gamification has been recognized as an effective method for increasing student engagement and motivation. Research indicates that integrating gamification strategies into learning can significantly enhance students' involvement and enthusiasm. The following are some key insights from various studies:

1. Boosting Engagement and Motivation

        By integrating gaming elements into education, gamification enhances student engagement and motivation. Features such as points, badges, and leaderboards create a competitive learning environment that encourages students to participate more actively. According to Hamari et al. (2014), students experience higher intrinsic motivation when engaged in enjoyable and stimulating activities. Rewarding students for specific achievements fosters a sense of appreciation and inspires them to continue learning.

        One effective application of gamification is the implementation of a point-based system, where students earn points upon completing assignments or reaching learning milestones. This approach provides continuous positive reinforcement and instills a sense of accomplishment, motivating students to accumulate more points. A study by Kiryakova et al. (2014) found that students participating in gamified learning saw their average scores rise from 59.1 to 82.6, demonstrating that game elements significantly enhance motivation and academic performance.

        Moreover, gamification can help alleviate students' anxiety when facing exams or complex assignments. By fostering a more engaging and stress-free learning environment, students can concentrate on the learning process without excessive pressure on final outcomes. In this regard, gamification serves as a valuable tool for creating a supportive and positive educational atmosphere.

          Additionally, gamification empowers students by allowing them to take greater control over their learning journey. Offering students choices in their learning paths or challenges gives them a sense of autonomy and ownership, which, according to self-determination theory, enhances intrinsic motivation (Deci & Ryan, 2000).

2. Increased Student Engagement in Learning

        One of the key advantages of gamification in education is its ability to enhance student participation in learning activities. Instead of passively absorbing information, students become more actively involved in the learning process. According to Dichev and Dicheva (2017), incorporating game elements makes lessons more interactive and appealing, leading to greater student engagement in discussions and collaborative tasks.

         By integrating challenges or missions into lessons, educators can encourage students to work together in small groups. This collaborative approach not only strengthens teamwork skills but also fosters a more enjoyable and social learning experience. Research suggests that students involved in gamified learning environments demonstrate higher levels of focus and enthusiasm toward academic content.

          Additionally, gamification facilitates experiential learning, allowing students to grasp concepts through hands-on activities. For instance, role-playing and simulations can be used to break down complex ideas into more digestible formats. Landers et al. (2018) assert that these interactive experiences enhance students’ ability to retain and comprehend information more effectively than conventional teaching methods.

           Gamification also encourages students to think creatively and critically when solving problems. By presenting open-ended challenges that allow for multiple solutions, teachers can promote innovative thinking and problem-solving abilities. This aligns with contemporary educational objectives, which emphasize the development of analytical and creative skills.

           Lastly, implementing gamified elements in the classroom helps minimize the monotony often associated with traditional learning. By fostering a dynamic and varied educational environment, teachers can sustain student interest and motivation throughout the lesson. Maintaining student engagement is essential to maximizing the effectiveness of the learning experience.

3. Improved Knowledge Retention

         Gamification has been shown to significantly enhance students' ability to retain information. According to Domínguez et al. (2013), incorporating game-based elements such as storytelling and simulations creates an immersive learning experience that strengthens students’ memory recall. When lessons are presented in a gamified format, students are more likely to remember the material due to the emotional and cognitive engagement involved.

          Another advantage of gamification is that it allows students to repeatedly review and reinforce concepts in an engaging manner. For example, quizzes, interactive challenges, and timed activities encourage students to revisit key ideas without the process feeling repetitive or tedious. Studies indicate that presenting information through enjoyable and repetitive interactions improves long-term retention (Ebbinghaus, 1885).

          Furthermore, gamification often connects learning to real-world scenarios, making information more relevant and easier to recall when needed. When students see the practical applications of what they learn, they develop a deeper understanding and are more likely to retain the knowledge for future use (Brusilovsky & Millán, 2007).

           Immediate feedback, another crucial aspect of gamification, further reinforces learning by allowing students to quickly assess their progress and identify areas that need improvement. This real-time feedback mechanism helps students refine their understanding and build stronger conceptual foundations.

           Finally, when students enjoy their learning experiences through gamification, they develop a more positive attitude toward the subject matter. This positive outlook encourages continued exploration of related topics, ultimately leading to better long-term retention of knowledge.

4. Broader Educational Benefits of Gamification

         Beyond boosting student motivation, gamification positively impacts various aspects of learning, including social and emotional development. Research by Zainuddin et al. (2020) highlights that incorporating game-based strategies in education enhances students' ability to communicate and collaborate effectively. Group challenges and team-based competitions help students develop essential interpersonal skills as they interact and work together toward shared goals.

          Moreover, gamification fosters problem-solving skills by exposing students to complex scenarios that require critical and analytical thinking. Many educational games challenge students to apply their knowledge in innovative ways, strengthening their ability to tackle real-world problems (Gee, 2003).

          Another significant benefit of gamification is its role in building students' confidence. As students progress through different game levels, earn rewards, and successfully complete challenges, they gain a sense of accomplishment. Each milestone reinforces their belief in their own abilities, motivating them to take on greater academic challenges with confidence.

5. Achievement and Confidence Building

        When students successfully complete tasks or advance to new levels in a game, they experience a strong sense of accomplishment, which can significantly boost their overall confidence (Ryan & Deci, 2000). Furthermore, gamification fosters a positive classroom environment where mistakes are seen as part of the learning process rather than failures. Students are encouraged to experiment and try new approaches without fear of negative consequences, which is essential for developing a growth mindset (Dweck, 2006).

    Additionally, gamification strengthens social relationships among students. Collaborative game-based projects and friendly competition encourage teamwork and peer support, helping to build strong bonds among classmates and fostering a more supportive learning community.

5. Adaptability to Various Learning Contexts

Gamification is highly flexible and can be applied across different educational levels, from elementary school to higher education. Research by Domínguez et al. (2013) suggests that this approach effectively enhances student interest in various subjects, including mathematics and science—two fields often perceived as challenging by students.

        At the elementary level, teachers can incorporate simple games and interactive activities to introduce fundamental concepts in an engaging and accessible way. For instance, educational apps that use game-based learning can help young children grasp numbers or letters in a fun and interactive manner (Gee & Hayes, 2010).

         For middle and high school students, gamification can facilitate the learning of complex topics through simulations or team-based projects. These activities encourage students to collaborate to achieve specific goals, such as designing new products or solving social issues (Kapp, 2012). This approach not only makes learning more engaging but also connects it to real-world applications.

        Gamification is also well-suited for online and remote learning, which became more prevalent after the COVID-19 pandemic. Many e-learning platforms now integrate gamified features, such as leaderboards and badges, to maintain student engagement during virtual lessons (Kumar & Kumar, 2020).

       Ultimately, the adaptability of gamification allows teachers to tailor their instructional methods to the unique needs of their students, creating a more personalized and effective learning experience.

B. Differences Between Gamification and Traditional Learning Methods in Enhancing Learning Outcomes

Gamification and traditional teaching methods take distinct approaches to improving student learning outcomes. The following comparison highlights key differences between the two:

1. Learning Approach

         Gamification incorporates game elements such as challenges, rewards, and instant feedback to create an interactive and enjoyable learning experience. According to Yulianti et al. (2024), implementing gamification in education has proven effective in enhancing students’ understanding by making lessons more dynamic and engaging. These elements encourage active participation and increase student involvement in the learning process.

        In contrast, traditional teaching methods often rely on lectures and one-way instruction, where teachers deliver material while students passively listen. This approach can be monotonous and less engaging, reducing student motivation to learn (Hafizi & Muslimah, 2021). The lack of interactive components in traditional methods may limit their effectiveness in improving student comprehension.

2. Student Engagement

          Gamification tends to yield higher levels of student engagement compared to conventional teaching techniques. Research by Hakeu et al. (2023) indicates that students involved in gamified learning demonstrate greater motivation and improved academic performance. The competitive aspect of gamification encourages students to participate more enthusiastically in classroom activities.

          On the other hand, traditional methods can often lead to boredom and decreased attention spans. Many students struggle to see the practical relevance of the content being taught, leading to a decline in interest and participation (Febriana Sulistya Pratiwi, 2022). As a result, lower levels of engagement are common in traditional learning settings.

3. Feedback and Assessment

          Gamification provides students with instant feedback through game elements like points, badges, and progress tracking. This immediate response allows students to assess their performance and identify areas for improvement (Kapp, 2013). With continuous and timely feedback, students can make adjustments to their learning strategies more effectively.

         In contrast, traditional learning often relies on delayed feedback, such as test results or periodic evaluations, which may not provide students with timely insights into their progress. The lack of immediate feedback can slow down the learning process and make it harder for students to correct mistakes in real-time.

         Overall, gamification offers a more interactive and engaging alternative to traditional learning methods by fostering motivation, active participation, and real-time feedback, all of which contribute to improved learning outcomes. Gamification provides students with instant feedback, allowing them to continuously refine their skills and stay motivated to reach their learning objectives.

        Conversely, traditional teaching methods often delay feedback or provide none until the end of a semester or final examinations. This delay can leave students without the chance to correct mistakes during the learning process (Rahmawati, 2023). Without timely feedback, students may struggle to identify their weaknesses, which can hinder academic progress.

4. Enhancing Knowledge Retention

         Gamification has been shown to improve students' ability to retain information. Domínguez et al. (2013) suggest that learning through gamified elements helps students remember concepts more effectively due to the emotional engagement involved. When students actively take part in their learning, they tend to absorb and recall information more efficiently.

           In contrast, traditional learning approaches often fail to support long-term retention, as they lack interactive components. Students may memorize content for exams but struggle to apply it in real-life situations afterward (Syar et al., 2021). This suggests that while conventional teaching may aid short-term recall, it does not always promote deeper understanding.

5. Social Skills Development

        Gamification also plays a role in fostering students' social skills by promoting teamwork and collaboration. When students work together to complete challenges or group tasks, they develop essential communication and cooperation skills that are valuable in everyday life (Zainuddin et al., 2020).

         In contrast, traditional teaching methods often emphasize individual work, limiting students’ opportunities to interact and learn from their peers. This approach may prevent students from developing strong social skills, which are essential for real-world interactions (Ariani, 2020).

        Overall, gamification presents a modern and engaging alternative to traditional teaching methods. By making learning more interactive and enjoyable, gamification enhances student participation, motivation, knowledge retention, and social skill development. In comparison, traditional approaches are often seen as monotonous and less effective in addressing the needs of today’s learners.

C. Distinguishing Gamification from Educational Games

While both gamification and educational games are used in education, they differ in purpose and implementation.

1. Primary Goals

          The main distinction between gamification and educational games lies in their objectives. Gamification seeks to boost student motivation and engagement by incorporating game-like elements—such as points, challenges, and rewards—into regular learning activities. The goal is to create a more dynamic and interactive learning experience (Rusdiana, 2024).

        On the other hand, educational games are designed specifically as learning tools, integrating entertainment with structured gameplay and storytelling. These games immerse students in enjoyable experiences while reinforcing educational concepts. The primary purpose of educational games is to provide an in-depth learning experience through interactive gameplay tailored to specific subjects (Rusdiana, 2024).

2. Context of Application

         A key difference between gamification and educational games is their application context. Gamification can be implemented in various non-gaming environments, such as classrooms or digital learning platforms. This approach enables educators to integrate game elements into an existing curriculum without requiring a dedicated gaming platform (Rusdiana, 2024). For example, a teacher might introduce a point system or a leaderboard to encourage students to participate more actively in class discussions.

        In contrast, educational games are typically designed for direct student engagement within a specialized gaming platform. These games often have structured rules and gameplay mechanics, offering a more focused and immersive learning experience (Rusdiana, 2024). In this setting, students acquire knowledge not only through interaction with the learning material but also through the experience of playing the game itself.

3. Expected Outcomes

        The outcomes of both approaches also differ. Gamification primarily develops real-world skills, such as problem-solving and collaboration, by creating engaging learning experiences (Rusdiana, 2024). On the other hand, educational games focus on entertainment and personal satisfaction. While some educational games can teach specific skills, their primary goal remains centered on engaging gameplay rather than direct skill acquisition (Rusdiana, 2024). This distinction highlights that, although both approaches incorporate gaming elements, they serve different purposes and produce distinct educational outcomes.

C. Measuring the Impact of Gamification on Students' Mastery of Learning Material

Evaluating the Effectiveness of Gamification in Education

Assessing the effectiveness of gamification in education is crucial to ensure it delivers the intended learning outcomes. Several key indicators can be used to measure its success, including student participation, academic achievement, and student feedback.

1. Student Participation

        Student participation is one of the most straightforward indicators of gamification effectiveness. The level of engagement can be measured in several ways, such as tracking the number of students actively involved, their frequency of participation in challenges, and their interaction with game elements (Informasi et al., 2021). Monitoring these aspects helps educators determine whether gamification successfully captures students’ interest and encourages deeper engagement in learning.

       Additionally, observing students' behavior during gamified activities provides valuable insights. For instance, students who were previously passive may show increased engagement when game elements are introduced. This change can be seen through improved attendance, greater participation in discussions, and enhanced collaboration in group activities (Daryanes & Ririen, 2020). Therefore, evaluating student participation should consider both the quantity and quality of interactions in the learning process.

       To ensure accurate measurement, participation should be assessed systematically. Educators can use data analysis tools to track student engagement in real-time and evaluate its impact on their motivation and academic performance (Pradana et al., 2023). This approach enables teachers to make necessary adjustments to enhance the effectiveness of gamification in the classroom.

2. Learning Achievement

        Another key indicator for evaluating gamification’s effectiveness is students’ academic performance. This involves comparing their learning outcomes before and after gamification is introduced. Pre-tests and post-tests are commonly used to assess improvements in students' understanding of the subject matter (Guntara, 2021). These test results provide a clear picture of how gamification influences academic success.

         The N-Gain formula is frequently used to measure learning improvement. By comparing pre-test and post-test scores, educators can determine the effectiveness of gamification interventions in enhancing students' learning outcomes (Sukarelawan et al., 2024). The N-Gain score is categorized as high, moderate, or low, providing insights into the significance of the changes observed after gamification is applied.

          Additionally, academic achievement evaluations can extend beyond test scores to assess improvements in critical thinking and problem-solving skills, which may develop through more interactive learning experiences (Yuna Yulianti, 2024). Thus, learning achievement encompasses not only academic performance but also the broader development of essential cognitive abilities.

3. Student Feedback

Student feedback is another essential indicator for evaluating gamification’s effectiveness. Gathering students’ perspectives on their experiences with game elements can provide valuable insights into how gamification affects their motivation and engagement (Informasi et al., 2021). Educators can collect feedback through surveys, questionnaires, or group discussions to better understand students’ opinions on gamified learning activities.

This feedback helps educators identify what aspects of gamification are effective and which areas require improvement. For instance, if many students report that certain game elements make learning more enjoyable or challenging, teachers can consider incorporating those elements more extensively in future lessons (Daryanes & Ririen, 2020).

Assessing the Emotional Impact of Learning Through Feedback

In addition to evaluating student performance, feedback plays a crucial role in assessing the emotional aspects of learning. Do students feel more motivated? Do they find the learning process enjoyable? These questions are essential, as positive emotions linked to learning can enhance knowledge retention and sustain long-term motivation (Pradana et al., 2023). Therefore, systematically gathering feedback is a key strategy for determining the effectiveness of gamification in education.

 D. Successful Implementations of Gamification in Education

Gamification has been widely recognized as a powerful educational tool, with numerous successful applications that significantly boost student motivation and engagement. Two prominent examples of effective gamification in education are Duolingo and Kahoot!. Both platforms illustrate how game-based elements can be seamlessly integrated into the learning process, transforming traditional education into a more interactive and immersive experience.

1. Duolingo

         Duolingo is a widely-used language learning application that incorporates gamification principles to make learning more engaging. The platform integrates elements such as point systems, streak tracking (which records consecutive learning days), and leaderboards to encourage users to remain consistent in their language studies. Research has shown that students who use Duolingo experience a notable improvement in their language acquisition skills, along with increased motivation to continue learning (Adawiyahi & Rahmawati, 2022).

         A major advantage of Duolingo is its ability to make learning enjoyable. Through interactive mini-games that involve selecting words, listening to phrases, and practicing pronunciation, learners engage with educational content in a way that feels more like entertainment than traditional study (Pratama Yugo, 2021). This approach helps to combat the boredom that often accompanies conventional language learning methods. Studies also indicate that students who use Duolingo tend to demonstrate higher enthusiasm and better learning outcomes compared to those using traditional teaching techniques (Adawiyahi & Rahmawati, 2022).

          Moreover, Duolingo provides real-time feedback on users’ progress, an essential feature of gamification. This immediate response allows learners to track their development, recognize areas for improvement, and stay motivated to reach their language-learning goals (Pratama Yugo, 2021). Ultimately, Duolingo not only facilitates language acquisition but also cultivates positive study habits among its users.

2. Kahoot!

         Kahoot! is an interactive quiz-based learning platform that enables educators to create and conduct live game-based quizzes. With its competitive elements—such as points, badges, and leaderboards—Kahoot! fosters an engaging learning environment that significantly enhances student participation (Kiryakova et al., 2018). Studies have shown that incorporating Kahoot! into classroom instruction increases students’ interest in learning and encourages active involvement in the educational process (Bicen & Kocakoyun, 2018).

        One of Kahoot!’s key strengths is its ability to transform educational content into an enjoyable gaming experience. Teachers can design quizzes tailored to specific lesson objectives, presenting academic challenges in an engaging and interactive format. This method not only makes learning more appealing but also enhances students’ comprehension by promoting active participation (Affrida, 2017). Furthermore, because Kahoot! is accessible on both mobile devices and computers, students can engage with the platform from virtually anywhere, making it a flexible and convenient educational tool.

         Another valuable feature of Kahoot! is its instant feedback mechanism. After each question, students receive immediate insights into their performance, allowing them to identify mistakes and improve their understanding of the material (Orhan Göksün & Gürsoy). This makes Kahoot! not just an assessment tool but also an effective learning aid that reinforces students’ knowledge. Research has demonstrated that implementing Kahoot! in classrooms significantly enhances student engagement and academic achievement (Alam et al., 2022).

DAFTRA PUSTAKA

Adawiyahi, R., & Rahmawati, R.E. (2022). "Analisis Penggunaan Aplikasi Duolingo Berbasis Gamifikasi dalam Proses Pembelajaran Bahasa di Sekolah Homeschooling Primagama Madiun." Metodik Didaktik: Jurnal Pendidikan Ke-SD-an, Vol. 18 No. 1.

Affrida, R. (2017). "Kahoot! sebagai Media Pembelajaran Berbasis Game." Jurnal Pendidikan.

Alam et al. (2022). "Penerapan Gamifikasi Melalui Aplikasi Kahoot terhadap Minat Belajar Siswa." Jurnal Pendidikan.

Ariani, D. (2020). Pengembangan Keterampilan Sosial Melalui Pembelajaran Berbasis Gamifikasi di Kelas. Jurnal Pendidikan Karakter, 10(1), 75-88. Bandung: Penerbit Litnus.

Bicen, H., & Kocakoyun, S. (2018). "The Effect of Gamification on Students' Motivation in Education." International Journal of Emerging Technologies in Learning, Vol. 13 No. 3.

Daryanes & Ririen (2020). "Efektivitas Gamifikasi dalam Pembelajaran." Jurnal MathEdu.

Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., & Pagés, C. (2013). Gamification in Higher Education: Campus-wide Implementation. Computers in Human Behavior, 29(3), 488-496. Amsterdam: Elsevier.

Guntara (2021). "Gamifikasi sebagai Pendekatan Inovatif untuk Peningkatan Pemahaman Siswa." Jurnal Intelektualita.

Hafizi, A., & Muslimah, N. (2021). Perbandingan Metode Pembelajaran Tradisional dan Gamifikasi dalam Meningkatkan Hasil Belajar Siswa. Jurnal Pendidikan dan Pembelajaran, 8(3), 45-60. Yogyakarta: Universitas Negeri Yogyakarta.

Hakeu, F., Adawiyah, R., & Rahmawati, R. (2023). Analisis Penggunaan Media Pembelajaran Berbasis Gamifikasi dalam Meningkatkan Motivasi Belajar Siswa. Jurnal Pendidikan Dasar, 12(1), 23-34. Gorontalo: Universitas Negeri Gorontalo.

Informasi et al. (2021). "Penggunaan Teknik Gamifikasi untuk Meningkatkan Pembelajaran." Jurnal Pendidikan.

Jusuf, H. (2017). Penggunaan Gamifikasi dalam Proses Pembelajaran. Jurnal TICOM, 5(1), 1–87. Jakarta: Universitas Nasional.

Kapp, K. M. (2013). The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. San Francisco: Pfeiffer.

Kiryakova, G., Angelova, M., & Yordanova, L. (2018). "Gamification in Education: What is it and How to Implement It?" International Journal of Educational Research, Vol. 9.

Orhan Göksün & Gürsoy (2019). "The Impact of Gamification on Student Engagement and Academic Performance." Journal of Educational Sciences.

Pradana et al. (2023). "Pengaruh Gamifikasi Terhadap Keterlibatan Siswa." Jurnal Edukasi.

Referensi di atas mencakup berbagai aspek terkait gamifikasi dan metode pembelajaran tradisional serta dampaknya terhadap hasil belajar siswa di berbagai konteks pendidikan.

Rusdiana, A. (2024). Perbedaan Game dan Gamifikasi dalam Pendidikan di Era 5.0. Kompasiana.

Sukarelawan et al. (2024). "Analisis Peningkatan Pemahaman Siswa Melalui Gamifikasi." Jurnal Pendidikan.

Syar, A., & Pratiwi, F. S. (2021). Efektivitas Gamifikasi dalam Pembelajaran untuk Meningkatkan Retensi Pengetahuan Siswa. Jurnal Pendidikan dan Teknologi Pembelajaran, 6(2), 15-29. Jakarta: Universitas Pendidikan Indonesia.

Yuna Yulianti (2024). "Gamifikasi sebagai Pendekatan Inovatif untuk Peningkatan Pemahaman Siswa." Jurnal Intelektualita: Keislaman, Sosial, dan Sains.

Zainuddin, Z., & Halili, S. H. (2020). Gamification in Education: What, Why and How? International Journal of Innovation, Creativity and Change, 13(1), 50-67. Kuala Lumpur: International Journal of Innovation, Creativit

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