Ditemukan 2 dokumen yang sesuai dengan query
Gusti Ngurah Yama Adi Putra
Abstrak :
Penggunaan gamifikasi pada sebuah sistem pembelajaran terbukti membawa efek positif. Online collaborative learning atau pembelajaran kolaboratif daring yang memanfaatkan sistem gamifikasi juga terbukti dapat memberikan efek positif terhadap proses kolaborasi antar peserta didik. Sayangnya, saat ini penelitian terkait hubungan elemen-elemen gamifikasi terhadap partisipasi peserta pembelajaran kolaboratif daring masih kurang. Berangkat dari isu tersebut, penelitian ini merancang fitur pembelajaran kolaboratif daring berbasis gamifikasi dengan memperhatikan faktor partisipasi pembelajar dan elemen gamifikasi dengan studi kasus aplikasi SoloLearn. Penelitian ini menggunakan kerangka Mechanics, Dynamics, Aesthetics untuk menganalisis elemen dalam gamifikasi SoloLearn. Metode penelitian menggunakan teknik observasi atas aplikasi SoloLearn dan riset pengguna menggunakan survei daring. Data penelitian dianalisis dari segi gamifikasi dan faktor yang mempengaruhi partisipasi pelajar dalam pembelajaran kolaboratif learning. Hasil analisis digunakan untuk mengusulkan desain alternatif menggunakan metode user-centered design. Penelitian menghasilkan tujuh desain alternatif yang dikembangkan dengan acuan prinsip desain interaksi Shneiderman’s Eight Golden Rules of Interface Design. Evaluasi terhadap desain dilaksanakan dengan menerapkan wawancara kontekstual daring. Hasil evaluasi menunjukkan bahwa semua desain alternatif diterima oleh responden dalam hal memotivasi dan membantu proses pembelajaran pada aplikasi SoloLearn.
......The use of gamification in a learning system has been shown to have a positive effect. Online collaborative learning that utilizes the gamification system has also been shown to have a positive effect on the collaborative process between students. Unfortunately, currently, research related to the relationship of gamification elements to the participation of online collaborative learning participants is still lacking. Based on this issue, this research designs a gamification-based online collaborative learning feature by paying attention to the learner participation factor and gamification elements with a case study of the SoloLearn application. This research uses the Mechanics, Dynamics, Aesthetics framework to analyze the elements in SoloLearn gamification. The research method uses observation techniques on the SoloLearn application and user research uses online surveys. The research data were analyzed in terms of gamification and the factors that influence student participation in collaborative learning. The results of the analysis are used to propose alternative designs using the user-centered design method. The research resulted in seven alternative designs which were developed with reference to the interaction design principles of Shneiderman's Eight Golden Rules of Interface Design. Evaluation of the design was carried out by applying online contextual interviews. The results of the evaluation showed that all alternative designs were accepted by the respondents in terms of motivating and helping the learning process in the SoloLearn application.
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2021
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UI - Skripsi Membership Universitas Indonesia Library
Abstrak :
This study examined university students? attitudes towards and skill levels of
using social networking sites to promote public health information online. Data were collected
from the student participants who were health professionals from six different countries. The
participants were given surveys before and after their training. The surveys assessed: (1) their
comfort levels in using social networking sites, (2) their attitudes towards online health information
dissemination, and (3) their ability to create effective online health information sites. A Health
Sciences faculty member worked with an instructional designer and technologist to create a training
video and guidelines for designing effective online websites. Training materials were posted to the
online course area. Working in collaborative teams, the student participants developed online
health social networking sites that targeted global health education issues. Competence and skill
level of students were assessed using project-based learning criteria. Results of the study reveal:
(1) participants have a high comfort level in using social networking sites, (2) participants, in
general, have positive attitudes toward online health information, and (3) participants are highly
competent in creating online health information sites.
370 JPP 44 (1-3) 2011
Artikel Jurnal Universitas Indonesia Library