Element of Gamification Used in Education: A Systematic Literature Review
Keywords:
Gamification, Education, ElearningAbstract
Gamifikasi terdiri dari penggunaan elemen game dan teknik desain game dalam bidang pendidikan. Tujuan dari penelitian ini adalah untuk mengetahui elemen gamifikasi yang paling sering digunakan dalam dunia pendidikan. Untuk itu, tinjauan sistematis diusulkan melalui metodologi Preferred Reporting Items for Systematic Review and Meta-Analyses (PRISMA) melalui pencarian mendalam menggunakan aplikasi publish or perish yang mengeksplorasi gamifikasi dalam bidang pendidikan. Sepuluh jurnal dimasukkan dalam tinjauan sistematis ini. Kebanyakan dari jurnal yang ditinjau membahas bahwa gamifikasi sebagai strategi pembelajaran yang valid. Hasilnya mendukung kesimpulan bahwa gamifikasi dalam dunia pendidikan memiliki dampak potensial terhadap prestasi akademik, komitmen, dan motivasi siswa. Oleh karena itu, Secara keseluruhan, tinjauan literatur sistematis yang diusulkan tentang elemen gamifikasi yang digunakan dalam pendidikan akan memberikan wawasan yang berharga tentang tentang topik ini dan akan membantu menginformasikan penelitian selanjutnya. Ini akan menjadi sumber penting bagi pendidik, peneliti, dan pembuat kebijakan yang tertarik untuk memahami potensi gamifikasi dalam pendidikan. Hasil tinjauan sistematis diuraikan dalam beberapa bagian, antara lain mengenai pengertian gamifikasi, unsur-unsur gamifikasi yang digunakan dalam pembelajaran dan manfaat gamifikasi dalam pembelajaran.
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References
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