Is Moodle Gamification Effective in Reviewing Student's Motivation Related to Interest in Learning Online?

This study aims to determine the effectiveness of Moodle gamification on students' learning motivation related to online learning interest. The research subjects were selected with a purposive sampling technique, namely the class of 2018 (n=112), class of 2019 (n=98), and class of 2020 (n=60)....

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প্রধান লেখক: Kurnia Putri Sepdikasari Dirgantoro (Author), Jessica Elfani Bermuli (Author), Robert Harry Soesanto (Author)
বিন্যাস: গ্রন্থ
প্রকাশিত: LPPM Universitas Pendidikan Mandalika, 2022-02-01T00:00:00Z.
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042 |a dc 
100 1 0 |a Kurnia Putri Sepdikasari Dirgantoro  |e author 
700 1 0 |a Jessica Elfani Bermuli  |e author 
700 1 0 |a Robert Harry Soesanto  |e author 
245 0 0 |a Is Moodle Gamification Effective in Reviewing Student's Motivation Related to Interest in Learning Online? 
260 |b LPPM Universitas Pendidikan Mandalika,   |c 2022-02-01T00:00:00Z. 
500 |a 2442-7667 
500 |a 10.33394/jk.v8i1.4790 
520 |a This study aims to determine the effectiveness of Moodle gamification on students' learning motivation related to online learning interest. The research subjects were selected with a purposive sampling technique, namely the class of 2018 (n=112), class of 2019 (n=98), and class of 2020 (n=60). This study uses mixed methods. Quantitative data processing, using two-way Anova to see the main effect, interaction effect, and t-test to see a simple effect. The study finds that Moodle gamification is considered quite effective in motivating students regarding online learning interest. This result draws on survey data for 2018 2019 and 2020 students showing a "yes" answer to the question "Did gamification (e.g., level up, activity completion, and activity restriction) in Moodle motivate you during your major?" is 78.40%; 83.30%; and 90.91%. These results provide information that gamification increases student motivation. The implication of this study is that when the motivation of students is formed through gamification it will develop students' abilities. 
546 |a EN 
546 |a ID 
690 |a gamification 
690 |a interest 
690 |a learning activities 
690 |a learning online 
690 |a motivation. 
690 |a Education 
690 |a L 
655 7 |a article  |2 local 
786 0 |n Jurnal Kependidikan, Vol 8, Iss 1, Pp 114-125 (2022) 
787 0 |n https://e-journal.undikma.ac.id/index.php/jurnalkependidikan/article/view/4790 
787 0 |n https://doaj.org/toc/2442-7667 
856 4 1 |u https://doaj.org/article/5f15b30b5d3943f4be08c5d79e9c8601  |z Connect to this object online.