Yuliana, Oviliani Yenty and Palumian, Yonathan (2023) Proceeding of 14th International Conference on Information & Communication Technology and System (ICTS). [UNSPECIFIED]
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Abstract
Many researchers have implemented gamification elements, i.e., badges, leaderboards, points, and levels, to enhance active learning. Few researchers use game elements and activities in LMS (LMS gamification). This research aims to test whether performance is different between students taking LMS gamification and LMS non-gamification. In addition, we want to analyze the effect of student engagement and game activity on student performance. We used independent sample t-tests and regression to analyze the data. Active learning and student engagement in the LMS gamification significantly impact academic performance, with gamification leading to notable differences in achievement compared to students in LMS non-gamification. By incorporating gamified activities and promoting student engagement, LMS can provide access to resources, personalized learning experiences, and collaboration opportunities, resulting in a deeper understanding of subjects and higher levels of achievement. The combination of gamification and student engagement within LMS shows excellent potential for transforming education and facilitating long-term student success.
Item Type: | UNSPECIFIED |
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Subjects: | L Education > LB Theory and practice of education > LB2300 Higher Education |
Divisions: | Graduate Program > Economic Management |
Depositing User: | Admin |
Date Deposited: | 13 Jan 2024 00:21 |
Last Modified: | 31 Jul 2024 09:37 |
URI: | https://repository.petra.ac.id/id/eprint/20777 |
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