Designing gamification for case and project-based online learning: A study in higher education

I Kadek Suartama

Department of Educational Technology, Faculty of Educational Science, Universitas Pendidikan Ganesha, Singaraja, Indonesia.

https://orcid.org/0000-0002-4881-3233

Alexander Hamonangan Simamora

Department of Educational Technology, Faculty of Educational Science, Universitas Pendidikan Ganesha, Singaraja, Indonesia.

https://orcid.org/0000-0002-9571-2072

Ketut Susiani

Department of Primary Education, Faculty of Educational Science, Universitas Pendidikan Ganesha, Singaraja, Indonesia.

https://orcid.org/0000-0002-2530-4946

Kadek Suranata

Department of Guidance and Counseling, Faculty of Educational Science, Universitas Pendidikan Ganesha, Singaraja, Indonesia.

https://orcid.org/0000-0002-1389-5363

Muhammad Yunus

Department of Civic Education, Faculty of Educational Science, Universitas Syiah Kuala, Aceh, Indonesia.

https://orcid.org/0000-0002-6503-0708

Gede Doddy Tisna MS

Department of Sports Science, Faculty of Sports and Health, Universitas Pendidikan Ganesha, Singaraja, Indonesia.

https://orcid.org/0000-0003-1138-9579

DOI: https://doi.org/10.20448/jeelr.v10i2.4432

Keywords: Case methods, Game education, Gamification, Learning media, Online learning, Project-based learning.


Abstract

The emergence of online learning has become important during the COVID -19 pandemic due to the advent of internet technology. The unpreparedness of planning and implementing online learning has caused many problems during the pandemic such as limited or monotonous academic materials as well as difficulty in organizing activities and student involvement. Online learning is also more stressful because students are stuck in private academic processes in the absence of challenging and fun activities leading to knowledge development difficulties. Therefore, this study aims to develop and analyze the feasibility of a gamification model for case and project-based online learning in universities. This analysis used the research and development (R&D) method with the experimental procedure containing model development as well as product validation and testing. In the validation process, two learning design and media experts as well as 76 students participated with a descriptive statistical analysis used to analyze the data. The results of the learning design experts’ assessment showed a score of 4.35, learning media experts’ assessment showed a score of 4.90 and the average score of the students' assessment was 4.33. Based on the results, the developed learning model was feasible to use in university academic processes.

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