Gamification-based The Kampus Merdeka Learning in 4.0 era
Qurotul Aini(1), Mukti Budiarto(2), Panca Oktavia Hadi Putra(3), Nuke Puji Lestari Santoso(4*)
(1) Master Program Information Technology, University of Raharja
(2) Master Program Information Technology, University of Raharja
(3) Master Program Information Technology, University of Raharja
(4) Student Master Program Information Technology, University of Raharja
(*) Corresponding Author
Abstract
Recently, education has been enlivened by the presence of the Merdeka Campus program initiated by Nadiem Makarim. It uses the Kampus Merdeka concept to learn to follow the development of education in the 4.0 era. This change has become a paradigm for Higher Education to build a Merdeka Campus to learn to face challenges in the 4.0 era. However, the challenge is not easy for universities, so that students join the independent program to learn quickly. This study aims to motivate students to participate in independent learning activities in a collaborative learning system with gamification techniques. Gamification is in the form of reward badges for student achievement in all learning activities carried out. The higher education independent learning system is designed using the library study method and Agile Development with two frameworks, namely Laravel and VueJS. It can be proven from the results of the SUS Score Analysis showing the number 92.5 indicating that the independent learning campus system provides positive benefits by gamification of students being more motivated and ready to face learning challenges in the 4.0 era.
Keywords
Full Text:
PDFReferences
[1] Q. Aini, S. Riza Bob, N. P. L. Santoso, A. Faturahman, and U. Rahardja, “Digitalization of Smart Student Assessment Quality in Era 4.0,” Int. J. Adv. Trends Comput. Sci. Eng., vol. 9, no. 1.2, pp. 257–265, Apr. 2020, doi: 10.30534/ijatcse/2020/3891.22020.
[2] N. J. Harahap, “Mahasiswa dan Revolusi Industri 4.0,” ECOBISMA (Jurnal Ekon. Bisnis dan Manajemen), vol. 6, no. 1, pp. 70–78, 2019.
[3] I. Widaningsih, Strategi dan inovasi pembelajaran bahasa indonesia di era revolusi industri 4.0. Uwais Inspirasi Indonesia, 2019.
[4] H. Hanifah, S. Susanti, and A. S. Adji, “Perilaku Dan Karateristik Peserta Didik Berdasarkan Tujuan Pembelajaran,” MANAZHIM, vol. 2, no. 1, pp. 105–117, 2020.
[5] A. Muis, Konsep dan strategi pembelajaran di era revolusi industri 4.0. LAKSANA, 2019.
[6] N. Siregar, R. Sahirah, and A. A. Harahap, “Konsep Kampus Merdeka Belajar di Era Revolusi Industri 4.0,” Fitrah J. Islam. Educ., vol. 1, no. 1, pp. 141–157, 2020.
[7] S. Priatmoko and N. I. Dzakiyyah, “RELEVANSI KAMPUS MERDEKA TERHADAP KOMPETENSI GURU ERA 4.0 DALAM PERSPEKTIF EXPERIENTIAL LEARNING THEORY,” AT-THULLAB, vol. 4, no. 1, pp. 1–15, 2020.
[8] “Kementerian Pendidikan dan Kebudayaan » Republik Indonesia.” https://www.kemdikbud.go.id/main/blog/2020/01/mendikbud-luncurkan-empat-kebijakan-merdeka-belajar-kampus-merdeka (accessed Aug. 23, 2020).
[9] M. Tohir, “Buku Panduan Merdeka Belajar-Kampus Merdeka,” 2020.
[10] E. Kustriyono, H. R. Aulia, and A. Pramitasari, “MERDEKA BELAJAR DALAM PEMBELAJARAN BIPA DI UNIVERSITAS PEKALONGAN,” Konf. Ilm. Pendidik. 2020, vol. 1, no. 1, pp. 94–97, 2020.
[11] Q. Aini, T. Hariguna, P. O. H. Putra, and U. Rahardja, “Understanding how gamification influences behaviour in education,” Int. J. Adv. Trends Comput. Sci. Eng., vol. 8, no. 1.5 Special Issue, pp. 269–274, 2019, doi: 10.30534/ijatcse/2019/4781.52019.
[12] D. I. Savitri, “PERAN GURU SD DI KAWASAN PERBATASAN PADA ERA PEMBELAJARAN 5.0 DAN MERDEKA BELAJAR,” in SEMINAR NASIONAL PENDIDIKAN DASAR, 2020, vol. 2.
[13] P. A. Sunarya, U. Rahardja, Q. Aini, and A. Khoirunisa, “Implementasi Gamifikasi Sebagai Manajemen Pendidikan Untuk Motivasi Pembelajaran,” EDUTECH, vol. 18, no. 1, pp. 67–79, 2019.
[14] M. Suarmini, “Metode Gamifikasi Berbasis Tri Hita Karana Sebagai Alternatif Pembelajaran Abad 21,” Maha Widya Bhuwana J. Pendidikan, Agama dan Budaya, vol. 2, no. 2, pp. 42–47, 2020.
[15] P. A. Sunarya, M. Budiarto, N. P. L. Santoso, and M. R. Tangkaw, “Desain Gamifikasi dalam Metode Ilearning Education (iDU) Untuk Menghadapi Era Disrupsi 4.0,” in SENSITIf: Seminar Nasional Sistem Informasi dan Teknologi Informasi, 2019, pp. 119–126.
[16] A. Pratomo, “Pengaruh Konsep Gamifikasi Terhadap Tingkat Engagement,” J. Tour. Hosp. Essentials J., vol. 8, no. 2, p. 63, 2018, doi: 10.17509/thej.v8i2.13740.
[17] S. R. Jasni, S. Zailani, and H. Zainal, “Pendekatan Gamifikasi dalam Pembelajaran Bahasa Arab,” J. Fatwa Manag. Res., pp. 358–367, 2018, [Online]. Available: http://jfatwa.usim.edu.my/index.php/jfatwa/article/view/165.
[18] D. Kristiadi and K. Mustofa, “Platform Gamifikasi untuk Perkuliahan,” IJCCS (Indonesian J. Comput. Cybern. Syst., vol. 11, no. 2, pp. 131–142, 2017.
[19] Henderi, Q. Aini, N. P. L. Santoso, A. Faturahman, and U. Rahardja, “A proposed gamification framework for smart attendance system using rule base,” J. Adv. Res. Dyn. Control Syst., vol. 12, no. 2, 2020, doi: 10.5373/JARDCS/V12I2/S20201226.
[20] D. J. Lawalata, D. I. Palma, and H. S. Pratini, “Model Pembelajaran Kooperatif Berbasis Gamifikasi Untuk Meningkatkan Kemampuan Strategi Matematis Dan Motivasi Belajar Siswa,” in Prosandika Unikal (Prosiding Seminar Nasional Pendidikan Matematika Universitas Pekalongan), 2019, vol. 1, pp. 255–266.
[21] S. Wardana and E. M. Sagoro, “IMPLEMENTASI GAMIFIKASI BERBANTU MEDIA KAHOOT UNTUK MENINGKATKAN AKTIVITAS BELAJAR, MOTIVASI BELAJAR, DAN HASIL BELAJAR JURNAL PENYESUAIAN SISWA KELAS X AKUNTANSI 3 DI SMK KOPERASI YOGYAKARTA TAHUN AJARAN 2018/2019,” J. Pendidik. Akunt. Indones., vol. 17, no. 2, pp. 46–57, 2019.
[22] H. T. Majid and S. N. Huda, “Gamifikasi Pembelajaran Huruf Hijaiyah dan Bahasa Arab: Studi Kasus PAUD Terpadu Mutiara Yogyakarta,” AUTOMATA, vol. 1, no. 2, 2020.
[23] Q. Aini, U. Rahardja, and A. Khoirunisa, “Blockchain Technology into Gamification on Education,” IJCCS (Indonesian J. Comput. Cybern. Syst., vol. 14, no. 2, pp. 1–10, 2020, doi: 10.22146/ijccs.53221.
DOI: https://doi.org/10.22146/ijccs.59023
Article Metrics
Abstract views : 6177 | views : 5535Refbacks
- There are currently no refbacks.
Copyright (c) 2021 IJCCS (Indonesian Journal of Computing and Cybernetics Systems)
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
View My Stats1