{"title":"Nonformal Test-Based Gamification Model to Improve Student Motivation","authors":"A. Iskandar, M. Sudarma, Komang Oka Saputra","doi":"10.1109/ICSGTEIS.2018.8709145","DOIUrl":null,"url":null,"abstract":"The Gamification Model makes non-game activities an interesting and fun game activity. Gamification concept can be applied to learning systems in universities, so that we can see the competitiveness of students to complete lectures on Self Efficacy, active learning strategies, Achievement Goals, etc. The gamification concept was successfully applied to STMIK STIKOM Indonesia and has been tested using the MSLQ Questionnaire which shows that gamification can improve student learning motivation and make students not easily give up and keep looking for references for assignments or tests that are difficult to solve. in the results of the trial the average value is directly proportional to the achievement of student learning motivation or the higher the average value the better the category. experimental results The standard deviation value is close to 0, indicating good value because it is close to the average value. Cronbach Alpha test results are directly proportional to the achievement of student learning motivation, where the coefficient value> = 0.60 shows that the overall value of the data is reliable and reliable, and the coefficient value is greater than (c x)= 1 and the result of the reliability value of r count is 1,058 < 1,063 r-table reliability.","PeriodicalId":438615,"journal":{"name":"2018 International Conference on Smart Green Technology in Electrical and Information Systems (ICSGTEIS)","volume":"45 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 International Conference on Smart Green Technology in Electrical and Information Systems (ICSGTEIS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICSGTEIS.2018.8709145","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
The Gamification Model makes non-game activities an interesting and fun game activity. Gamification concept can be applied to learning systems in universities, so that we can see the competitiveness of students to complete lectures on Self Efficacy, active learning strategies, Achievement Goals, etc. The gamification concept was successfully applied to STMIK STIKOM Indonesia and has been tested using the MSLQ Questionnaire which shows that gamification can improve student learning motivation and make students not easily give up and keep looking for references for assignments or tests that are difficult to solve. in the results of the trial the average value is directly proportional to the achievement of student learning motivation or the higher the average value the better the category. experimental results The standard deviation value is close to 0, indicating good value because it is close to the average value. Cronbach Alpha test results are directly proportional to the achievement of student learning motivation, where the coefficient value> = 0.60 shows that the overall value of the data is reliable and reliable, and the coefficient value is greater than (c x)= 1 and the result of the reliability value of r count is 1,058 < 1,063 r-table reliability.