Implementasi Leaderboard Sebagai Elemen Interaksi Dalam Gamikasi Untuk Meningkatkan Motivasi Praktikan
Main Author: | Nazihullah, Farih |
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Format: | Thesis NonPeerReviewed Book |
Bahasa: | eng |
Terbitan: |
, 2020
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Subjects: | |
Online Access: |
http://eprints.umm.ac.id/58911/48/PENDAHULUAN%20.pdf http://eprints.umm.ac.id/58911/2/BAB%20I.pdf http://eprints.umm.ac.id/58911/3/BAB%20II.pdf http://eprints.umm.ac.id/58911/4/BAB%20III.pdf http://eprints.umm.ac.id/58911/5/BAB%20IV.pdf http://eprints.umm.ac.id/58911/6/BAB%20V.pdf http://eprints.umm.ac.id/58911/8/LAMPIRAN.pdf http://eprints.umm.ac.id/58911/ |
Daftar Isi:
- Practicum activity is one of the activities in the informatics laboratory. Practicum activity can't be separated with the occurrence of problems such as student who don't do practicum seriously or lack in motivation. To resolve this we tried to apply gamification on laboratory's information system. gamification element that we implemented is leaderboard. The method we used to design this gamification is the D6 Gamification Framework method. To test whether the leaderboard succeeded in increasing motivation or not, we tested by giving motivation;s surveys before and after implementation to student, seeing changes in student's grade, and number of activities in the laboratory's information system. The results obtained are the application of leaderboard succeeded in increasing 6.5% of student motivation but for the student's grade still has not produced positive results. While number of activities in the information system has increased from 208 activities in the previous month to 428 activities after one month applied of leaderboard.