PENERAPAN GAMIFIKASI UNTUK MENINGKATKAN MOTIVASI BLAJAR ANAK DENGAN HAMBATAN EMOSI DAN PERILAKU DI SLB E HANDAYANI

This study aimed to determine the effects of the use of gamification on learning motivation of children with emotional and behavioral disorder. The type of this research was an experiment research with one group pre test post test designs. Data collection was done by using observation instruments an...

Full description

Saved in:
Bibliographic Details
Main Author: Rofiqoh Nur Istighfar, - (Author)
Format: Book
Published: 2019-08-26.
Subjects:
Online Access:Link Metadata
Tags: Add Tag
No Tags, Be the first to tag this record!

MARC

LEADER 00000 am a22000003u 4500
001 repoupi_43662
042 |a dc 
100 1 0 |a Rofiqoh Nur Istighfar, -  |e author 
245 0 0 |a PENERAPAN GAMIFIKASI UNTUK MENINGKATKAN MOTIVASI BLAJAR ANAK DENGAN HAMBATAN EMOSI DAN PERILAKU DI SLB E HANDAYANI 
260 |c 2019-08-26. 
500 |a http://repository.upi.edu/43662/7/S_PKH_1405519_Title.pdf 
500 |a http://repository.upi.edu/43662/2/S_PKH_1405519_Chapter1.pdf 
500 |a http://repository.upi.edu/43662/3/S_PKH_1405519_Chapter2.pdf 
500 |a http://repository.upi.edu/43662/4/S_PKH_1405519_Chapter3.pdf 
500 |a http://repository.upi.edu/43662/5/S_PKH_1405519_Chapter4.pdf 
500 |a http://repository.upi.edu/43662/6/S_PKH_1405519_Chapter5.pdf 
500 |a http://repository.upi.edu/43662/1/S_PKH_1405519_Appendix.pdf 
520 |a This study aimed to determine the effects of the use of gamification on learning motivation of children with emotional and behavioral disorder. The type of this research was an experiment research with one group pre test post test designs. Data collection was done by using observation instruments and questionnaires about learning motivation. The sampling in this study used probability sampling with lottery sampling techniques and obatained sampels used are children with emotional and behavioural disorder 7th grade as may as six students. The data analysis used non-parametric statistical techniques with the Wilcoxon Test. The results showed that the use of gamification strategies was influential in increasing learning motivation of children with emotional and behavioral disorder. Gamification could be applied as an alternative in increasing learning motivation of children with emotional and behavioral disorder. Keywords: emotional and behavorial disorder, gamification, learning motivation 
546 |a en 
546 |a en 
546 |a en 
546 |a en 
546 |a en 
546 |a en 
546 |a en 
690 |a L Education (General) 
690 |a LC Special aspects of education 
655 7 |a Thesis  |2 local 
655 7 |a NonPeerReviewed  |2 local 
787 0 |n http://repository.upi.edu/43662/ 
787 0 |n http://respository.upi.edu 
856 |u https://repository.upi.edu/43662  |z Link Metadata