Moodle-Based E-learning Development by Implementing Gamification Concept

Jumiatin Landebila, Hendra Nelva Saputra, Zila Razilu
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Abstract

This research aims to produce moodle-based e-learning media by applying the concept of gamification to the subject "Visual Communication Design in Industry 4.0", targeting class X students at SMK Negeri 5 Kendari. This research uses the R & D (Research and Development) method by applying the ADDIE model research procedure (Analysis, Design, Development, Implementation, Evaluation). The type of data used in this research is quantitative data derived from primary data. The data obtained in this study came from the results of public tests which included media experts, material experts, and field tests conducted by students. The data generated was then analysed using descriptive techniques to test the feasibility of the media. The results of the feasibility test conducted by three media experts stated "Very Feasible" with an average percentage of 93.89%, the results of the feasibility test conducted by three material experts stated "Very Feasible" with an average percentage of 97.08%, and also the results of the feasibility test conducted by students stated "Very Feasible" with an average percentage of 87.97% so that the gamification-based e-learning media developed is very feasible to use as learning media.
基于游戏化理念的基于moodle的电子学习开发
本研究旨在通过将游戏化的概念应用于“工业4.0中的视觉传达设计”这一主题,以SMK Negeri 5 Kendari的X班学生为目标,制作基于模块的电子学习媒体。本研究采用r&d (research and Development)方法,采用ADDIE模型研究流程(分析、设计、开发、实施、评估)。本研究中使用的数据类型是来自原始数据的定量数据。本研究的数据来自媒体专家、材料专家和学生实地测试的公开测试结果。然后使用描述技术分析生成的数据,以测试该媒介的可行性。三位媒体专家进行的可行性测试结果为“非常可行”,平均百分比为93.89%,三位材料专家进行的可行性测试结果为“非常可行”,平均百分比为97.08%,学生进行的可行性测试结果为“非常可行”,平均百分比为87.97%,因此开发的基于游戏化的电子学习媒体作为学习媒体是非常可行的。
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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