{"title":"在大流行时期为远程学习而设计的工具的综合性应用","authors":"Febri Fahmi Hakim, Eko Kusumo Friatmojo, Galih Adya Taurano, Hendra Adi Wijaya","doi":"10.21831/jitp.v9i1.45012","DOIUrl":null,"url":null,"abstract":"Penerapan gamifikasi pendidikan adalah salah satu solusi yang secara umum telah diterapkan pada konteks keadaan normal (non-pandemi). Dalam penelitian ini penerapan solusi gamifikasi diuji sebagai alternatif pendekatan pembelajaran praktik pada institusi pendidikan vokasi dalam masa pandemi. Perangkat interaksi berupa purwarupa aplikasi web gamifikasi peralatan konstruksi dibuat dan diujicobakan kepada 82 mahasiswa Politeknik Pekerjaan Umum yang telah mendapatkan mata kuliah Peralatan Konstruksi. Instrumen ukur dikembangkan dengan skala Likert 7-poin untuk mengukur manfaat gamifikasi terhadap motivasi belajar. Hasil uji validitas butir menunjukkan 33 dari 34 butir dalam instrumen valid untuk digunakan (r-hitung r-tabel=0.244), sedangkan hasil uji reliabilitas terhadap 7 (tujuh) dimensi instrumen ukur penelitian menunjukkan bahwa 6 (enam) dimensi reliable untuk digunakan dalam instrumen ukur penelitian (Alpha Cronbach ≥ 0.6 yaitu Interest/Enjoyment=0.823, Perceived Competence=0.804, Pressure/Tension=0.737, Value/Usefullness=0.812, dan Outcome=0.785).The application of educational gamification is a solution that has generally been applied in the context of normal (non-pandemic) circumstances. In this study, the application of gamification solutions was tested as an alternative approach to practical learning in vocational education during the pandemic. An interaction device in the form of a gamification web application prototype for construction equipment was made and tested on 82 Polytechnic of Public Works students who had received the Construction Equipment course. The measuring instrument was developed with a 7-point Likert scale to measure the benefits of gamification on learning motivation. The results of the item validity test show that 33 of the 34 items in the instrument are valid to use (r-count r-table=0.244), while the results of the reliability test on 7 (seven) dimensions of the research measuring instrument show that 6 (six) dimensions are reliable to be used in research measuring instrument (Cronbach's Alpha ≥ 0.6, namely Interest/Enjoyment=0.823, Perceived Competence=0.804, Pressure/Tension=0.737, Value/Usefullness=0.812, and Outcome=0.785).","PeriodicalId":340198,"journal":{"name":"Jurnal Inovasi Teknologi Pendidikan","volume":"18 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Aplikasi Gamifikasi Peralatan Konstruksi untuk Pembelajaran Jarak Jauh pada Masa Pandemi\",\"authors\":\"Febri Fahmi Hakim, Eko Kusumo Friatmojo, Galih Adya Taurano, Hendra Adi Wijaya\",\"doi\":\"10.21831/jitp.v9i1.45012\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Penerapan gamifikasi pendidikan adalah salah satu solusi yang secara umum telah diterapkan pada konteks keadaan normal (non-pandemi). Dalam penelitian ini penerapan solusi gamifikasi diuji sebagai alternatif pendekatan pembelajaran praktik pada institusi pendidikan vokasi dalam masa pandemi. Perangkat interaksi berupa purwarupa aplikasi web gamifikasi peralatan konstruksi dibuat dan diujicobakan kepada 82 mahasiswa Politeknik Pekerjaan Umum yang telah mendapatkan mata kuliah Peralatan Konstruksi. Instrumen ukur dikembangkan dengan skala Likert 7-poin untuk mengukur manfaat gamifikasi terhadap motivasi belajar. Hasil uji validitas butir menunjukkan 33 dari 34 butir dalam instrumen valid untuk digunakan (r-hitung r-tabel=0.244), sedangkan hasil uji reliabilitas terhadap 7 (tujuh) dimensi instrumen ukur penelitian menunjukkan bahwa 6 (enam) dimensi reliable untuk digunakan dalam instrumen ukur penelitian (Alpha Cronbach ≥ 0.6 yaitu Interest/Enjoyment=0.823, Perceived Competence=0.804, Pressure/Tension=0.737, Value/Usefullness=0.812, dan Outcome=0.785).The application of educational gamification is a solution that has generally been applied in the context of normal (non-pandemic) circumstances. In this study, the application of gamification solutions was tested as an alternative approach to practical learning in vocational education during the pandemic. An interaction device in the form of a gamification web application prototype for construction equipment was made and tested on 82 Polytechnic of Public Works students who had received the Construction Equipment course. 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引用次数: 0
摘要
教育一体化的应用是在正常情况下(非流行病)普遍适用的解决方案之一。在本研究中,将拟议解决方案的应用作为一种替代流行病教育机构实践学习方法的研究方法进行测试。互动工具是对82名获得建筑设备专业的公共工程专业学生进行了原型网络工程应用,并对他们进行了测试。测量仪器是用7分量杯来衡量学生学习动机的加法的好处的。34粒中的33粒有效性测试的结果显示有效工具来使用(r-hitung r-tabel = 0.244),而对7(7名)的维度的可靠性测试仪器测量研究表明,6(六)可靠,用于测量仪器研究维度(阿尔法Cronbach≥0。6,即利益- Enjoyment = 0.823 Perceived Competence = 0.804,压力/张力= 0.737,价值/ Usefullness = 0.812,结果= 0.785)。教育的应用是一种解决方案,它通常被应用于正常情况下。在这项研究中,gamification解决方案的应用被认为是一种在大灾难期间声音教育的替代方法。一种用于建筑的网络应用程序原型的interaction device被设计出来,测试了82种不同的公共工程设施设施。勘测仪器的发展规模为7个点,以确定学习激励的加农权。The results of The validity测试项目秀那33》34 items in用的工具是有效的(r-count r-table = 0.244),而《可靠性测试results on 7(七)维度研究测量工具之秀那6(六)维度是可靠to be used in research测量工具(Cronbach ' s Alpha≥0。6,namely利益- Enjoyment = 0.823 Perceived Competence = 0.804,压力/张力= 0.737,价值/ Usefullness = 0.812,和结果= 0.785)。
Aplikasi Gamifikasi Peralatan Konstruksi untuk Pembelajaran Jarak Jauh pada Masa Pandemi
Penerapan gamifikasi pendidikan adalah salah satu solusi yang secara umum telah diterapkan pada konteks keadaan normal (non-pandemi). Dalam penelitian ini penerapan solusi gamifikasi diuji sebagai alternatif pendekatan pembelajaran praktik pada institusi pendidikan vokasi dalam masa pandemi. Perangkat interaksi berupa purwarupa aplikasi web gamifikasi peralatan konstruksi dibuat dan diujicobakan kepada 82 mahasiswa Politeknik Pekerjaan Umum yang telah mendapatkan mata kuliah Peralatan Konstruksi. Instrumen ukur dikembangkan dengan skala Likert 7-poin untuk mengukur manfaat gamifikasi terhadap motivasi belajar. Hasil uji validitas butir menunjukkan 33 dari 34 butir dalam instrumen valid untuk digunakan (r-hitung r-tabel=0.244), sedangkan hasil uji reliabilitas terhadap 7 (tujuh) dimensi instrumen ukur penelitian menunjukkan bahwa 6 (enam) dimensi reliable untuk digunakan dalam instrumen ukur penelitian (Alpha Cronbach ≥ 0.6 yaitu Interest/Enjoyment=0.823, Perceived Competence=0.804, Pressure/Tension=0.737, Value/Usefullness=0.812, dan Outcome=0.785).The application of educational gamification is a solution that has generally been applied in the context of normal (non-pandemic) circumstances. In this study, the application of gamification solutions was tested as an alternative approach to practical learning in vocational education during the pandemic. An interaction device in the form of a gamification web application prototype for construction equipment was made and tested on 82 Polytechnic of Public Works students who had received the Construction Equipment course. The measuring instrument was developed with a 7-point Likert scale to measure the benefits of gamification on learning motivation. The results of the item validity test show that 33 of the 34 items in the instrument are valid to use (r-count r-table=0.244), while the results of the reliability test on 7 (seven) dimensions of the research measuring instrument show that 6 (six) dimensions are reliable to be used in research measuring instrument (Cronbach's Alpha ≥ 0.6, namely Interest/Enjoyment=0.823, Perceived Competence=0.804, Pressure/Tension=0.737, Value/Usefullness=0.812, and Outcome=0.785).