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Gamification, Link, Data - Coggle Diagram
Gamification
Elemen
Hadiah setelah memenangkan
Konteks belajar
Jalan cerita yang terstruktur
Karakter pemain
Miniquest untuk memotivasi
Game
Achievement
Winning
Placed number 1
Excited
Design Elements
Considering by ages
11-15
Mature
Rebel
Finding inner meaning
16-20
Simple (minimalist)
Colour
Illustration
More text than picture
6-10
Playful
Colorful
Gameful Experiences
Fun
No Stress
Tema
Permainan
Jaman dahulu
Pixelated
Warna saturated
Jaman sekarang
Warna vibrance
Smooth
Link
https://www.researchgate.net/publication/344785243_Gamifikasi_Gamification_Konsep_dan_Penerapan
https://slejournal.springeropen.com/articles/10.1186/s40561-019-0098-x#:~:text=The%20main%20goals%20of%20gamification,2014%3B%20Krause%20et%20al
.
https://kimia.fmipa.unesa.ac.id/wp-content/uploads/2021/12/357-365.pdf
https://educationaltechnologyjournal.springeropen.com/articles/10.1186/s41239-017-0042-5
https://www.learnlight.com/en/articles/5-benefits-of-gamification-in-learning/
https://ejournal.undiksha.ac.id/index.php/JPTK/article/download/25189/15799#:~:text=Gamifikasi%20adalah%20pendekatan%20pembelajaran%20menggunakan,hal%2Dhal%20yang%20menarik%20minat
Data
Perkembangan gamifikasi
2018
2
2019
1
2020
3
2021
3
2022
4
Hasil Gamifikasi
Kemampuan retensi hasil belajar
93,07% (Menggunakan media permainan memberikan dampak yang tinggi terhadap kemampuan retensi
hasil belajar.)
Respon peserta didik
84,03%
Hasil observasi aktivitas peserta didik
78,79%
Benefits
Motivation
Adrenaline
Competitive
Learning
fun
interesting
Education
Student
Effects
Collaboration
Critical Thinking
Communication
Creativity
More Active
Teacher
More Passive
Mediator