How is the Gamification of Syllabus Changes Courses Student's Perception Towards Lesson (Preeliminary Research)

Fitri Rofiyarti, Much Arif, Sugito Muzaqi, A. Yunita
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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.
教学大纲的游戏化如何改变学生对课程的认知(初步研究)
在这个颠覆性的时代,信息的便捷和大量流动给教育界带来了巨大的挑战。出现的问题不再是关于寻找学习信息源,而是在行为方面。学生体验无聊的倾向较高,这对教师运用正确的学习方法提出了很高的要求。解决这一问题的一种方法便是执行游戏化。在本研究中,作者确定了课程大纲和讲座合同中的教学设计,以改变学生对将要承担的课程的看法。这种游戏化方法的效果与学生全面听课的动机呈正相关。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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