Application of Gamification in Ethnic Excellence-Based Character Education Programs

Carolina Lasambouw, Neneng Nuryati, Ediana Sutjiredjeki, Moh. Farid Najib, Sumeru Sumeru, Sri N. Yuliyawati, Ade Hodijah
{"title":"Application of Gamification in Ethnic Excellence-Based Character Education Programs","authors":"Carolina Lasambouw, Neneng Nuryati, Ediana Sutjiredjeki, Moh. Farid Najib, Sumeru Sumeru, Sri N. Yuliyawati, Ade Hodijah","doi":"10.21512/jggag.v7i2.9103","DOIUrl":null,"url":null,"abstract":"This paper describes how the game is a tool to support the strengthening of character education for its users. In implementing the Independent Learning Education, Merdeka Campus, Bandung State Polytechnic, collaborated with the industry to apply gamification to the concept of character education and the nation's cultural values. Some of the objectives of this gamification activity are: (a) Getting the ethnic group’s information; (b) Providing users inspiration to develop themselves; (c) Growing a better direction mindset. The game developed is a web-based application (online gamification), so as many students/students and lecturers as possible can use the game to support strengthening character education and the nation's cultural values. The manual version of the video game content (prototype) is available, namely the 2021 research output containing Pancasila character content based on ethnic excellence. The elements of educational content in online gamification contain the results of identifying the prominent characters of 10 ethnic groups in Indonesia with the largest population (Dayak, Madura, Jawa, Sunda, Baduy, Batak, Banjar, Minahasa, Betawi, Minang). This study used three approaches which are Qualitative-Explorative, Qualitative-Descriptive, and Evaluation. The method used to know how gamification was implemented in character education and the nation's cultural values. It is hoped that gamification can integrate into the learning process for compulsory national subjects. Thus, students can become users and a market for the gamification industry.","PeriodicalId":496768,"journal":{"name":"JGGAG (Journal of Games, Game Art, and Gamification)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-01-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"JGGAG (Journal of Games, Game Art, and Gamification)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.21512/jggag.v7i2.9103","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

This paper describes how the game is a tool to support the strengthening of character education for its users. In implementing the Independent Learning Education, Merdeka Campus, Bandung State Polytechnic, collaborated with the industry to apply gamification to the concept of character education and the nation's cultural values. Some of the objectives of this gamification activity are: (a) Getting the ethnic group’s information; (b) Providing users inspiration to develop themselves; (c) Growing a better direction mindset. The game developed is a web-based application (online gamification), so as many students/students and lecturers as possible can use the game to support strengthening character education and the nation's cultural values. The manual version of the video game content (prototype) is available, namely the 2021 research output containing Pancasila character content based on ethnic excellence. The elements of educational content in online gamification contain the results of identifying the prominent characters of 10 ethnic groups in Indonesia with the largest population (Dayak, Madura, Jawa, Sunda, Baduy, Batak, Banjar, Minahasa, Betawi, Minang). This study used three approaches which are Qualitative-Explorative, Qualitative-Descriptive, and Evaluation. The method used to know how gamification was implemented in character education and the nation's cultural values. It is hoped that gamification can integrate into the learning process for compulsory national subjects. Thus, students can become users and a market for the gamification industry.
游戏化在民族优秀品格教育中的应用
本文描述了该游戏如何成为一种支持用户加强品格教育的工具。在实施独立学习教育时,万隆国立理工学院默迪卡校区与业界合作,将游戏化应用于品格教育的概念和国家的文化价值观。这种游戏化活动的一些目标是:(a)获取族裔群体的信息;(b)鼓励用户发展自己;(c)培养更好的方向思维。所开发的游戏是一个基于网络的应用程序(在线游戏化),以便尽可能多的学生/学生和教师使用游戏来支持加强品格教育和民族文化价值观。电子游戏内容(原型)的手册版本,即包含基于民族优秀的潘卡西拉角色内容的2021年研究成果。在线游戏化中的教育内容元素包含了识别印度尼西亚人口最多的10个民族(达亚克、马杜拉、爪哇、巽他、巴杜伊、巴塔克、班贾尔、米纳哈萨、贝塔维、米南)的突出特征的结果。本研究使用了三种方法,即定性-探索性,定性-描述性和评估。该方法用于了解游戏化如何在品格教育和国家文化价值观中实施。希望将游戏化融入到国家必修课程的学习过程中。因此,学生可以成为游戏化行业的用户和市场。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信