EFEKTIFITAS GAMIFICATION BERBASIS BLENDED LEARNING PADA MATA KULIAH PENDIDIKAN EKONOMI

The purpose of the study is to see the effectiveness of the concept of gamification that is applied in the learning process of the subject of Renewal of Economic Education Learning. The approach used in this study is a qualitative approach. Subjects in this study are students of class 06PIEE001 FKIP...

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Main Authors: Saiful Anwar, Novi Marlena, Retno Wulandari
Format: Article
Language:Indonesian
Published: Universitas Negeri Surabaya 2018-03-01
Series:Jurnal Ekonomi Pendidikan dan Kewirausahaan
Subjects:
Online Access:https://journal.unesa.ac.id/index.php/jepk/article/view/1984
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spelling doaj-e47ec395e3fc42ee91f626dfe230518d2020-11-24T22:37:38ZindUniversitas Negeri SurabayaJurnal Ekonomi Pendidikan dan Kewirausahaan2303-324X2579-387X2018-03-016151410.26740/jepk.v6n1.p5-141552EFEKTIFITAS GAMIFICATION BERBASIS BLENDED LEARNING PADA MATA KULIAH PENDIDIKAN EKONOMISaiful Anwar0Novi Marlena1Retno Wulandari2Universitas PamulangUniversitas Negeri SurabayaUniversitas Negeri MalangThe purpose of the study is to see the effectiveness of the concept of gamification that is applied in the learning process of the subject of Renewal of Economic Education Learning. The approach used in this study is a qualitative approach. Subjects in this study are students of class 06PIEE001 FKIP Pamulang University. In this study adopted Marczewski's Gamification Framework concept which consists of 8 questions: 1) what is being gamified; 2) why is it being gamified; 3) who are the users; 4) how is it being gamified; 5) analytics are set up; 6) tested with users; 7) acted on feedback; and 8) released the solution. Based on the results of data analysis and discussion, it can be concluded that 1) the learning process in the course of Renewal of Economic Education Learning can be done with the concept of gamification by combining face-to-face learning in the classroom with online learning learning; 2) student response in learning process with gamification concept mostly interested because it is new for them; 3) there is a nurturant effect for as long as the concept of gamification is applied in the classhttps://journal.unesa.ac.id/index.php/jepk/article/view/1984GamificationEconomics EducationE-learning
collection DOAJ
language Indonesian
format Article
sources DOAJ
author Saiful Anwar
Novi Marlena
Retno Wulandari
spellingShingle Saiful Anwar
Novi Marlena
Retno Wulandari
EFEKTIFITAS GAMIFICATION BERBASIS BLENDED LEARNING PADA MATA KULIAH PENDIDIKAN EKONOMI
Jurnal Ekonomi Pendidikan dan Kewirausahaan
Gamification
Economics Education
E-learning
author_facet Saiful Anwar
Novi Marlena
Retno Wulandari
author_sort Saiful Anwar
title EFEKTIFITAS GAMIFICATION BERBASIS BLENDED LEARNING PADA MATA KULIAH PENDIDIKAN EKONOMI
title_short EFEKTIFITAS GAMIFICATION BERBASIS BLENDED LEARNING PADA MATA KULIAH PENDIDIKAN EKONOMI
title_full EFEKTIFITAS GAMIFICATION BERBASIS BLENDED LEARNING PADA MATA KULIAH PENDIDIKAN EKONOMI
title_fullStr EFEKTIFITAS GAMIFICATION BERBASIS BLENDED LEARNING PADA MATA KULIAH PENDIDIKAN EKONOMI
title_full_unstemmed EFEKTIFITAS GAMIFICATION BERBASIS BLENDED LEARNING PADA MATA KULIAH PENDIDIKAN EKONOMI
title_sort efektifitas gamification berbasis blended learning pada mata kuliah pendidikan ekonomi
publisher Universitas Negeri Surabaya
series Jurnal Ekonomi Pendidikan dan Kewirausahaan
issn 2303-324X
2579-387X
publishDate 2018-03-01
description The purpose of the study is to see the effectiveness of the concept of gamification that is applied in the learning process of the subject of Renewal of Economic Education Learning. The approach used in this study is a qualitative approach. Subjects in this study are students of class 06PIEE001 FKIP Pamulang University. In this study adopted Marczewski's Gamification Framework concept which consists of 8 questions: 1) what is being gamified; 2) why is it being gamified; 3) who are the users; 4) how is it being gamified; 5) analytics are set up; 6) tested with users; 7) acted on feedback; and 8) released the solution. Based on the results of data analysis and discussion, it can be concluded that 1) the learning process in the course of Renewal of Economic Education Learning can be done with the concept of gamification by combining face-to-face learning in the classroom with online learning learning; 2) student response in learning process with gamification concept mostly interested because it is new for them; 3) there is a nurturant effect for as long as the concept of gamification is applied in the class
topic Gamification
Economics Education
E-learning
url https://journal.unesa.ac.id/index.php/jepk/article/view/1984
work_keys_str_mv AT saifulanwar efektifitasgamificationberbasisblendedlearningpadamatakuliahpendidikanekonomi
AT novimarlena efektifitasgamificationberbasisblendedlearningpadamatakuliahpendidikanekonomi
AT retnowulandari efektifitasgamificationberbasisblendedlearningpadamatakuliahpendidikanekonomi
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