scholarly journals A Conceptual Framework for Gamified Learning Management System for LINUS Students

Author(s):  
Syadiah Nor Wan Shamsuddin ◽  
Muhammad Faisal Selman ◽  
Ismahafezi Ismail ◽  
Maizan Mat Amin ◽  
Norkhairani Abdul Rawi

<p>Gamification is a term that refers to the use of game elements in non-game contexts. Gamification in education is emerging as an effective tool to motivate and engage learners in a variety of tasks. LINUS program is intended to ensure that all students from standard one are able to master the basics of reading, writing and counting at the end of standard three. Gamification will help as a learning tool to assist with the learning process for those who have difficulty in learning, unlike normal students. Therefore, the aim of this paper is to propose a framework of Gamified Learning Management System for Linus students. This framework consists of mechanisms of gamification elements, multimedia elements and learning theory that construct gamified learning management system.</p>

Author(s):  
Yuni Fitriani

Pandemi COVID-19 menuntut sektor pendidikan untuk melakukan berbagai perubahan maupun inovasi dan adaptasi demi pelaksanaan proses pembelajaran tetap berjalan baik. Pandemi COVID-19 mendorong sektor pendidikan terutama perguruan tinggi untuk melakukan perubahan pada model proses pembelajaran dimana proses pembelajaran berpindah dari pembelajaran konvensional atau tatap muka di kelas menjadi pembelajaran online atau daring. Dengan demikian, tenaga pengajar yaitu dosen dan mahasiswa harus siap beradaptasi dan menghadapi terobosan maupun tantangan baru terhadap perubahan sistem dalam  pembelajaran yang diterapkan perguruan tinggi. Learning Management System (LMS) adalah salah satu cara yang digunakan oleh perguruan tinggi untuk mendukung dan mengelola pembelajaran secara online agar proses belajar mengajar tetap berjalan dengan baik selama pandemic COVID-19. Metode penelitian yang digunakan dalam penelitian ini adalah metode semi deskriptif   kuantitatif. Dimana tujuan  dalam  penelitian ini adalah untuk  menjelaskan pemanfaatan Learning Management System sebagai media pembelajaran online yang digunakan selama pandemic COVID-19. Aplikasi Learning Management System seperti Google Classroom, Edmodo, Moodle, serta SEVIMA Edlink dan LMS yang dikembangkan oleh perguruan tinggi maupun yang disediakan oleh pemerintah sangat bermanfaat sebagai media pembelajaran online atau daring selama pandemi COVID-19. Dimana dengan aplikasi LMS ini, sistem pembelajaran dan komunikasi tetap berjalan dengan baik dengan memanfaatkan fasilitas yang tersedia dalam aplikasi LMS tersebut.   Kata kunci: komponen; Learning Mangement System, Pembelajaran Online, COVID-19   Abstract: The COVID-19 pandemic requires the education sector to make various changes and innovations and adaptations for the implementation of the learning process to continue. The COVID-19 pandemic encouraged the education sector, especially universities, to make changes to the learning process model where the learning process moves from conventional or face-to-face learning in the classroom to online or online learning. Thus, faculty, lecturers and students must be ready to adapt and face breakthroughs and new challenges to the system changes in learning implemented by universities. Learning Management System (LMS) is one of the ways used by universities to support and manage online learning so that the teaching learning process continues well during the COVID-19 pandemic. The research method used in this study is a semi-descriptive quantitative method. Where the purpose in this study is to explain the utilization of Learning Management System as an online learning medium used during the COVID-19 pandemic. Learning Management System applications such as Google Classroom, Edmodo, Moodle, and SEVIMA Edlink and LMS developed by universities as well as provided by the government are very useful as online or online learning media during the COVID-19 pandemic. Where with this LMS application, the learning and communication system continues to run properly by utilizing the facilities available in the LMS application.   Keywords: Learning Mangement System, Online Learning, COVID-19


CICES ◽  
2016 ◽  
Vol 2 (2) ◽  
pp. 156-172
Author(s):  
Untung Rahardja ◽  
Qurotul Aini ◽  
Siti Ria Zuliana

Currently the entire field has been supported by technology, especially the world of education in the learning process to determine the quality of a college graduate. In the world of education Perguruan Tinggi Raharja has implemented iLearning learning methods to achieve the learning objectives. Graduate students are given learning experiences using methods iLearning the learning process using the media Ten Pillar IT iLearning (TPi). But the learning process is not running properly and still undeniably versatile use paper as a method of learning in general, Therefore at this time to achieve the learning objectives very effectively implement methods Learning Management System (LMS) iDu which can be accessed online anytime and anywhere easily. The purpose of this study to determine measure the success of the learning process at MIT class that still use manual systems in the learning process . This study uses a quantitative approach with descriptive correlational survey method . Sample collection techniques in this study was based on the results of the student survey MIT classes . Data collector by using questionnaires and documentation . Results from the study showed that the better level the results of the learning process to use iDu’s system where students could complete the learning easily anywhere and anytime . In this journal Identified there are three (3) the problems faced and the solutions given are by utilizing campus Learning Management System (LSM) iDu. Do 8 (eight) literature review as a post-graduate study materials. And there were 13 (thirteen) advantages and 1 (one) shortcomings of this study. The implementation is done in the course MasteringInformation Technology (MIT). This study is expected to improve the quality of graduates from graduate students in Perguruan Tinggi Raharja.


Author(s):  
Daniel Hurtado Torres ◽  
Núria Gil Duran ◽  
Carlos Aguilar Paredes

El presente trabajo expone el proceso de diseño, implementación y evaluación de la unidad didáctica «The Maze: Nosotros y ellos», elaborada por miembros del grupo de investigación DHiGeCs de la Universidad de Barcelona. Se trata de una aplicación basada en la Gamificación como estrategia didáctica y cuyos núcleos temáticos son la identidad y la diferencia, orientada a la asignatura de Ciencias Sociales y al trabajo de la competencia social y ciudadana. Su desarrollo ha requerido la reinterpretación de materiales históricos desde la óptica del juego, invitando a la reflexión y al debate sobre el «Nosotros y ellos», desde un punto de vista cohesionador, cívico y tolerante con la diversidad. Con el Learning Management System llamado Classcraft como recurso adicional, se han incorporado elementos de juego a las actividades propias de la práctica educativa, con los que el alumnado interactúa a través de avatares personalizados. El aprendizaje significativo que se consigue “dentro del laberinto” es destacable por la emoción y el entusiasmo de seguir las normas del juego. La investigación evaluativa realizada en diferentes centros de educación secundaria ha ofrecido unos resultados satisfactorios, destacando un incremento en la motivación y el compromiso, tanto por parte del alumnado como del profesorado implicado. The current work shows the design process, implementation and evaluation of the didactic unit "The Maze: Us and them", developed by members of the research group DHiGeCs of the Universidad de Barcelona. This is an implementation based on Gamification as a didactic strategy, whose thematic core are identity and difference, oriented to the Social Sciences subject and the work of social and civil competency. Its development has required to reinterpret historical materials from the point of view of the game, leading to think and debate about "Us and them", from a cohesive, tolerant with diversity and civic approach. With the Learning Management System called Classcraft as additional resource, game elements have complemented the educational practice activities, with which the students interact through personalized avatars.The significant learning acquired "inside the labyrinth" is remarkable by the excitement and enthusiasm to follow the rules of the game. The evaluation research carried out in different secondary schools has offered satisfactory results, highlighting an increase in motivation and commitment both by the students and the teachers involved.


Servirisma ◽  
2021 ◽  
Vol 1 (1) ◽  
pp. 21-22
Author(s):  
Gabriela Brissa Pitaloka ◽  
Simfony Sophie ◽  
Veronika Verasita Melani ◽  
Yogi Evan Dwi Kristantyo ◽  
Jong Jek Siang

PPA Light Generation is one of the Compassion Foundations under the Pentecostal Church in Indonesia Hagios Family Yogyakarta which helps children with poor backgrounds. There are approximately 200 children from various Tribes, Religions, Races, and Intergroups from the age of 1 to 22 years who are sheltered by PPA Light Generation. The form of learning activities focuses on the formation of character and personality in children who are guided by noble values. In addition, the skills and talents of each fostered child are also considered. Coaching involves fostered children and mentors which is carried out regularly every week in the church. However, since the Covid-19 pandemic, physical meetings and material sharing cannot be carried out. The service output is "Edugen" learning management system that can be used by mentors and fostered children. The aim is to facilitate the learning process both in terms of delivering material and communication between mentors and fostered children and to support access to the dissemination of local wisdom values in PPA Light Generation so that by strengthening the value of local wisdom the fostered children can fortify themselves from negative influences. The method used is in the form of socialization, training and assistance in technology, which is carried out online and offline by complying with health protocols. The training and assistance provided is in the form of materials on how to use the Edugen website for mentors and fostered children. The implementation of the activity was successful with an average score of more than 70%.


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