Fitri Rofiyarti, Much Arif, Sugito Muzaqi, A. Yunita
{"title":"How is the Gamification of Syllabus Changes Courses Student's Perception Towards Lesson (Preeliminary Research)","authors":"Fitri Rofiyarti, Much Arif, Sugito Muzaqi, A. Yunita","doi":"10.4108/eai.16-10-2019.163235","DOIUrl":null,"url":null,"abstract":"The easiness and massive flow of information in this disruptive era bring great challenges to the world of education. The problems that arise are no longer about the search for learning information sources, but in the behavioral aspects. The existence of a higher tendency to experience boredom brings great demands for teachers to apply the right learning methods. One form of effort that can be done to overcome this problem is by performing gamification. In this study, the authors identified instructional design in the course syllabus and lecture contracts to change the students' perceptions of the courses that will be undertaken. The result of this gamification method is positively correlated with the motivation of students to take lectures comprehensively.","PeriodicalId":199842,"journal":{"name":"Proceedings of the Proceedings of the 1st International Conference on Business, Law And Pedagogy, ICBLP 2019, 13-15 February 2019, Sidoarjo, Indonesia","volume":"8 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-02-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the Proceedings of the 1st International Conference on Business, Law And Pedagogy, ICBLP 2019, 13-15 February 2019, Sidoarjo, Indonesia","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4108/eai.16-10-2019.163235","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The easiness and massive flow of information in this disruptive era bring great challenges to the world of education. The problems that arise are no longer about the search for learning information sources, but in the behavioral aspects. The existence of a higher tendency to experience boredom brings great demands for teachers to apply the right learning methods. One form of effort that can be done to overcome this problem is by performing gamification. In this study, the authors identified instructional design in the course syllabus and lecture contracts to change the students' perceptions of the courses that will be undertaken. The result of this gamification method is positively correlated with the motivation of students to take lectures comprehensively.