Utilization of the Maze Chase Wordwall Online Gamification Feature as a Digital Learning Medium for Statistics and Probability Subject

Yuyun Khairunisa

Abstract


Gamification is a process of combining in-game rules, namely patterns, design, and game mechanics that aim to changing non-game activities into learning activities to make them more attractive to users. That is what we want to prove in this research because games are believed to provide various benefits from the psychological aspects of user both cognitively, emotionally, and socially, so that they can increase the interest and interactivity of students. The method used is descriptive quantitative. There are several online gamification platforms that are widely used, one of which is “wordwall”. The author makes use of one of the online features on the platform and then evaluates learning outcomes. The result of the study shows that the value as a benchmark for learning outcomes obtained by students after the application of the gamification feature is greater than before the online gamification feature was implemented.


Keywords


Gamification; Digital Learning Media; Online Gamification Platform; e-learning;

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References


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DOI: https://doi.org/10.46961/mediasi.v2i1.254

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Copyright (c) 2021 Yuyun Khairunisa



Indexed by:

             

MEDIASI Jurnal Kajian dan Terapan Media, Bahasa, Komunikasi

P-ISSN 2721-9046 | E-ISSN 2721-0995


PUBLISHER: 

The Center for Research and Community Services or Pusat Penelitian dan Pengabdian kepada Masyarakat Politeknik Negeri Media Kreatif (P3M Polimedia)

Kampus Politeknik Negeri Media Kreatif (Gedung A, Lantai 1)

Jalan Srengseng Sawah No. 17 RT/RW 008/003, Kel. Srengseng Sawah, Kec. Jagakarsa, Kota Jakarta Selatan, Prov. DKI Jakarta, Indonesia 12640