scholarly journals Penggalian Perilaku Pemain dalam Penentuan Tipe Permainan pada E-Learning Pemrograman Berbasis Gamification

2020 ◽  
Vol 7 (4) ◽  
pp. 765
Author(s):  
Bayu Priyambadha ◽  
Fajar Pradana ◽  
Fitra Abdurrachman Bachtiar

<p class="Abstrak">Salah satu kompetensi utama yang harus dimiliki oleh lulusan dari jurusan atau program studi bidang keilmuan komputer adalah kemampuan programming (membuat program). Berbagi informasi untuk meningkatkan kualitas pembelajaran pemrograman telah dilakukan di banyak kampus di Indonesia. Salah satunya adalah penerapan media pembelajaran online atau disebut juga sebagai <em>E-Learning</em>. Salah satu sistem pembelajaran yang paling umum, yang didukung oleh teknologi informasi, adalah <em>e-learning</em>. Namun, banyak juga sistem <em>e-learning</em> tidak mencapai tujuan yang diinginkan karena ketidakpatuhan dan kurangnya pengetahuan tentang teknik dan metode untuk pengembangan sistem informasi online. Tujuan yang dicapai antara lain efisiensi, efektifitas, motivasi dan keterlibatan siswa. Pendekatan <em>gamification</em> dapat digunakan untuk meningkatkan beberapa hal tersebut demi tercapainya tujuan pembelajaran <em>online</em>. Dalam sistem Code Maniac, terdapat beberapa elemen <em>gamification</em> yang digunakan, yaitu poin pengalaman, poin aktivitas dan <em>badge</em>. Namun, hal tersebut terbukti masih kurang meningkatkan motivasi mahasiswa dalam menggunakan Code Maniac. Pendekatan <em>player-centric</em> memungkinkan sistem menyesuaikan <em>gameplay</em> yang sesuai dengan gaya bermain seorang pemain. Untuk dapat mewujudkan sebuah media pembelajaran yang berorientasi pada pemain, maka dibutuhkan sebuah mekanisme untuk mengenali karakteristik pemainnya. Pada penelitian ini menekanan metode yang digunakan untuk menggali  perilaku permainan. Penggalian pola dilakukan pada data log proses per pemain dan per sesi yang berjumlah 136 proses. Kemudian proses tersebut dikelompokan sesuai dengan kedekatan atau kesamaan karakteristik bermain. Hasil penentuan jumlah kelompok yang paling optimal adalah k=2 dan k=3. Untuk itu pengelompokan dilakukan dan menghasilkan 2 kelompok dan 3 kelompok data. Kelompok tersebut dapat menjadi dasar untuk untuk penentuan <em>gameplay</em> pada Code Maniac.</p><p class="Abstrak"> </p><p class="Abstrak"><em><strong>Abstract</strong></em></p><p class="Abstract"><em>One of the main competencies that must be possessed by graduates of departments or study programs in computer science is programming skills (making programs). Sharing information to improve the quality of programming learning has been done on many campuses in Indonesia. One of them is the application of online learning media or also called the E-Learning.. One of the most common learning systems, supported by information technology, is e-learning. However, many e-learning systems do not achieve the desired goals because of non-compliance and lack of knowledge about techniques and methods for developing information systems online. The objectives achieved include efficiency, effectiveness, motivation and student involvement. The gamification approach can be used to improve some of these things in order to achieve online learning goals. In the Code Maniac system, there are several gamification elements used, namely experience points, activity points and badges. However, this proved to be still lacking in increasing student motivation in using Code Maniac. The player-centric approach allows the system to adjust the gameplay to suit a player's playing style. To be able to realize a player-oriented learning media, a mechanism is needed to recognize the characteristics of the players. In this study emphasizes the methods used to explore game behavior. Pattern mining is performed on process log data per player and per session which amounts to 136 processes. Then the process is grouped according to the closeness or similarity of playing characteristics. The results of determining the most optimal number of groups are k = 2 and k = 3. For this reason, grouping is done and produces 2 groups and 3 groups of data. The group can be the basis for determining the gameplay in Code Maniac.</em></p><p class="Abstrak"><em><strong><br /></strong></em></p>

2021 ◽  
Vol 14 (3) ◽  
pp. 49
Author(s):  
Ahmad Abu-Al-Aish

During the Coronavirus Disease 2019 (COVID-19) pandemic and the national lockdowns implemented in countries around the world, many universities worldwide made the transition from face-to-face delivery to online learning using e-learning systems. However, the successful transition from traditional class-based learning to online learning depends greatly on understanding the challenges related to the implementation and use of e-learning systems, as well as the technical and management factors that need to be enhanced. This study aimed to investigate the challenges related to the use of e-learning systems in Jordanian universities and to explore the technical and management aspects that impacted the successful implementation and use of e-learning systems during COVID-19. To achieve the study objectives, a questionnaire was developed by the researcher and distributed online to lecturers working at Jordanian universities. A total of 184 lecturers participated in the study. Based on the findings, the study provides recommendations which will help higher education policy makers, university management teams, and software developers build strategies to ensure the successful implementation and use of e-learning systems during the COVID-19 pandemic.


ARIKA ◽  
2020 ◽  
Vol 14 (2) ◽  
pp. 75-82
Author(s):  
Eneng Fitri Handayani ◽  
Mariati Tirta Wiyata

The research aims to obtain an overview of the (1) The quality of e-learning systems, (2) The quality of e-learning information, (3) The quality of e-learning services, and (4) e-Learning user satisfaction in the online learning process at the Institut Manajemen Wiyata Indonesia. This research uses the descriptive method of weighted average evaluative. Data collection is implemented by spreading the questionnaire. The results showed: (1) The quality of E-learning systems in the online learning process is categorized (well), (2) The quality of E-learning information on the online learning process is categorized (well), (3) The quality of E-learning services on the category of online learning is not good, (4) The satisfaction of E-learning users in the online learning process is categorized well.


2021 ◽  
Vol 5 (2) ◽  
pp. 288-295
Author(s):  
Rasyid Ridho Hamidy ◽  
◽  
Mashur Mashur ◽  
Lalu Nurul Yaqin ◽  
◽  
...  

Online (e-learning) during the Covid-19 pandemic has become a trend in education that causes significant changes in learning, forcing universities to adapt to learning conditions during Covid 19. The purpose of this study was to determine the factors that influence online learning through the use of the Learning Management System (LMS) during the Covid 19 pandemic at Universitas Gunung Rinjani. Differences in LMS use based on some demographic information such as gender, location (place of residence), and age are also discussed to gain an in-depth understanding of the use of LMS during online learning. There are two research methods used in this study, namely quantitative and qualitative. The data collection process was carried out through an online survey instrument distributed to 6 Faculties 7 Study Programs at Universitas Gunung Rinjani. In addition, interviews with students will be conducted to gain an in-depth understanding of LMS use in their learning. The findings of this study indicate that LMS use during Covid 19 learning can run well; this can be seen from the participants' perceptions of usefulness, ease of use, subjective norms and attitudes of self-efficacy and support from lecturers and colleagues.


Author(s):  
Geoffrey Dick ◽  
Tom Case ◽  
Craig Van Slyke

This chapter examines the development of online learning systems, how they incorporate reusable learning modules and how various forms of assessment are employed to improve the quality of the learning outcomes. Corporations are adopting online learning, or e-learning, at a dramatic rate, partly driven by a desire for cost reduction and partly to ensure that all staff have the required skills and ability to their jobs. Organizations are increasingly linking the systems for delivery of this learning into human resource management systems. Universities, despite some movement to e-learning are in a position to learn form the developments in the corporate world. A case study is used to illustrate many of the concepts discussed. In conclusion, the chapter suggests how these corporate experiences might be transferred into the academic world and sounds a note of warning for the universities if they fail to match the corporate offerings.


2021 ◽  
Vol 5 (4) ◽  
pp. 445
Author(s):  
Farida Nurlaila ◽  
Joko Riyanto ◽  
Fajar Agung Nugroho

This study discusses the monitoring and evaluation of e-learning activities through the LMS (Learning Management System) application of Pamulang University. In the previous process, the system used could only display activities carried out by lecturers that were recorded in the e-learning log. The logs that are displayed only create, update, delete activity, and cannot provide information about the effectiveness of online learning. Other parameters are needed to measure the effectiveness of online learning. One of them is the number of activities lecturers have to do for each subject within a certain period. In each course, the lecturer activity frequency is called create. Create is intended to open discussion topics by providing questions and responses to students' answers. From the results of monitoring, the achievement of creation is not sufficient to determine the success of implementing e-learning at Pamulang University. So that several other restrictions are needed such as participation, intensity, and content suitability. However, problems that occur in other parameters cannot be monitored just by looking at the data from the e-learning log. From these problems, a visual presentation of the activities of lecturers and students is needed which allows Study Programs with low percentages to be identified as quickly as possible, and decision making can be determined. The results showed that the four parameters can be implemented in the system. The average value of student participation in discussion forums is 74.99%, the ratio of the intensity of the activeness of lecturers and students every day of the week during the implementation period is 49.40%. Then the content suitability obtained an average of 0.04% and an average value of 65.90% lecturer activity. The generating facility automatically shows the four parameters in cooperation with the final result considered to assess the effectiveness of e-learning.


2021 ◽  
pp. 1-15
Author(s):  
Nouf Aljohani

Since 2020, Saudi administrations have provisionally closed educational institutions to mitigate the spread of COVID-19. At the time, employing technology was imperative to accelerate learning efforts and offer methods of enhancing interactions between learners and among learners and tutors. In this review, I first describe the e-learning systems that were used in higher education before the pandemic. Then, I investigate the impact of COVID-19 on Saudi higher education and how universities and public educational institutions responded to the pandemic. In the conclusion, I argue that policymakers, university sectors, and syllabi developers should unify national e-learning strategies, integrate technology in a systematic way, and design e-learning curricula to meet the needs of an ever-advancing world and revolutionise the learning process.


2019 ◽  
Vol 13 (4) ◽  
Author(s):  
Raafat George Saadé ◽  
Dennis Kira

This study investigates perceived ease of use and overall computer/internet experience as emotional factors that affect e-learning. Results suggest that online learning systems design should address typical software interfaces so that students feel more comfortable using them.


Author(s):  
George Pashev

Support for various aspects of personalization and adaptation of the reviewed tools is not at the desired level of abstraction - very often depends on the specific way in which it is assumed that a learning object will be combined, to build a learning path for going through an e-course, or to achieve learning goals. This document describes an innovative and more abstract model and related software system for adaptive e-learning. A software prototype for adaptive teaching of the disciplines "Mobile Applications" and "Programming applications for mobile devices", taught at Plovdiv University "Paisii Hilendarski” is presented. Objectives are discussed, based on an extensive overview in the field of adaptive e-learning systems and the software implementation of the e-learning tool is presented. Results of specific tests with study activities will be presented in future scientific publications.


2014 ◽  
Vol 9 (2) ◽  
pp. 150-157
Author(s):  
Costin Pribeanu

Augmented reality (AR) is a challenging technology for e-learning. Nevertheless, the benefits of AR in terms of increased engagement and motivation could be undermined by a low ergonomic quality. A challenge for designers is to provide students with a usable AR environment that is able to support an effective and efficient achievement of their learning goals. A user-centred design approach requires understanding users and the tasks they perform. This analysis focuses on task modelling and presents a task-based approach to the development of a Chemistry application implemented on an AR teaching platform. The task model enables an analysis of critical task sequences, helps to prevent potential usability problem, and provides with a basis for a task-based approach to evaluation. Key words: ergonomic quality, user-centred design, usability, task modelling, e-learning, augmented reality.


2020 ◽  
Vol 8 (2) ◽  
Author(s):  
Mislinawati . ◽  
Suci Fitriani

One of the demands of universities today is to implement an online learning system. During the pandemic, all activities are carried out online, including lecture activities. Based on observations during learning during the pandemic, especially in the odd semester of 2020/2021, many lecturers implemented e-learning, from 30% to 85%, this was a very significant increase. This also had a significant effect on students, especially the level of participation in lectures increased. Student participation has an important role in learning success. The active participation of students is able to achieve learning goals so that academic achievement increases. Discussion forums are a vehicle for students to develop ideas and thoughts. From the results of the observation the discussion forum can increase their participation in the discussion, it can even trigger them to give their opinion so that students have confidence in conveying their ideas. This forum also provides space and flexibility so that all students actively participate in lectures. The student participation rate in e-learning courses reaches 90% of each topic discussed. 


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