A. L. Maukar, Fitri Marisa, Anik Vega Vitianingsih, Bella Chelsea Berliana, Mucalinda Rupasari
{"title":"Model Pembelajaran Kolaborasi dengan Gamifikasi: Sebuah Kajian Pustaka","authors":"A. L. Maukar, Fitri Marisa, Anik Vega Vitianingsih, Bella Chelsea Berliana, Mucalinda Rupasari","doi":"10.31328/jointecs.v7i3.3988","DOIUrl":null,"url":null,"abstract":"Many barriers to attending study sessions at university are removed by online learning which minimizes the financial burden of travel, and transfers, and is not constrained by time or location constraints. Visualization tools can engage students and instructors in an active learning process as they build a spatially semantic view of the knowledge, concepts, and skills students possess and acquire. This study aims to provide a systematic literature review on the use of gamification in online collaborative learning, including the various important components of online collaborative learning that ensure active student participation, important elements of games that facilitate active student participation, and effective gamification approaches to online learning. collaborative learning. student. Systematic Literature Review (SLR) method was used in this study. Starting with determining the topic, then proceeding with collecting, sorting, and analyzing papers related to the topic. Game design on gamification attracts the attention of professionals in the field of education who are still trying to find methods to motivate, engage, persuade, and improve student performance. They have the lowest preference for this element of the game because of the negative feelings and emotions evoked by getting a low rating.","PeriodicalId":259537,"journal":{"name":"JOINTECS (Journal of Information Technology and Computer Science)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"JOINTECS (Journal of Information Technology and Computer Science)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.31328/jointecs.v7i3.3988","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
Many barriers to attending study sessions at university are removed by online learning which minimizes the financial burden of travel, and transfers, and is not constrained by time or location constraints. Visualization tools can engage students and instructors in an active learning process as they build a spatially semantic view of the knowledge, concepts, and skills students possess and acquire. This study aims to provide a systematic literature review on the use of gamification in online collaborative learning, including the various important components of online collaborative learning that ensure active student participation, important elements of games that facilitate active student participation, and effective gamification approaches to online learning. collaborative learning. student. Systematic Literature Review (SLR) method was used in this study. Starting with determining the topic, then proceeding with collecting, sorting, and analyzing papers related to the topic. Game design on gamification attracts the attention of professionals in the field of education who are still trying to find methods to motivate, engage, persuade, and improve student performance. They have the lowest preference for this element of the game because of the negative feelings and emotions evoked by getting a low rating.