Persepsi Mahasiswa Terhadap Penerapan Metode Gamifikasi Bertema Harry Potter Pada Mata Kuliah Konsep Dasar Bahasa Indonesia Sd
Year: 2024
Type: article
Abstract: The purpose of this research is to explore the method of implementing gamification using the Harry Potter theme from the student's perspective, and explore the benefits of the gamification method using the Harry Potter theme from the student's perspective. Based on the results of questionnaires and interviews, it can be concluded that 80% of students know the gamification method, then 90% of students stated that the Harry Potter-themed gamification method can increase student motivation, then 90% of students stated that the Harry Potter-themed gamification method can help students understand the material, 88% of students also stated the innovation of lecturers in designing Harry Potter-themed games, and 88% of students stated that gamification can change student attitudes during learning.
Language: English
Subfield: Developmental and Educational Psychology
Field: Psychology
Domain: Social Sciences
SDG: Quality education
Open Access status: diamond
OpenAlex ID: W4405961092
