Use of Gamification in Indonesian for Non-Native Speakers (BIPA)

Author:

Arie Sandy Teguh,Ulfa Saida,Wedi Agus

Abstract

Abstract The purpose of this study was to discuss the use of gamification to students of the BIPA program at State University of Malang. The platform used a mobile application that contains elements of gamification which includes challenges, missions, badges, leaderboard and multiplayer. The results showed that the learning motivation and interest of BIPA program students were very high when they were using gamification in the classroom. This study uses a quantitative approach because information will be presented in numerical form and analyzed using statistics. To find a mobile platform that is suitable for use in gamification, a literature study is conducted to choose a mobile platform that has gamification mechanics including challenges, missions, badges, leaderboard and multiplayer. The population in the study were all BIPA program students at State University of Malang. The sampling technique used purposive sampling method with a sample of 18 people. The gamification in the BIPA program uses BIPAJAR application that has adopted gamification mechanics namely challenges, missions, badges, leaderboard and multiplayer. BIPA students were given 3 days to try BIPAJAR application. The Minimum Standards for Completion Criteria (KKM) is 70. The results of the questionnaires distributed to the students concluded that students’ interest and motivation in using gamification were quite high with a score of 78.67% and student learning progress grew by 82.35%.

Publisher

IOP Publishing

Subject

General Physics and Astronomy

Reference15 articles.

1. Rancang Bangun Game Berhitung Spaceship Dengan Pengendali Suara Menggunakan Speech Recognition Plugin

2. The Guilded Classroom: Using Gamification to Engage and Motivate Undergraduates;Gressick;Journal of the Scholarship of Teaching and Learning,2017

3. Platform Gamifikasi Untuk Perkuliahan;Kristiadi;Indonesian Journal of Computing and Cybernetics Systems (IJCCS),2017

Cited by 2 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Developing the Beekita BIPA App for Enhanced Vocabulary Acquisition in BIPA Students;2023 9th International Conference on Education and Technology (ICET);2023-10-07

2. Gamification Mobile Applications: A Literature Review of Empirical Studies;Lecture Notes in Networks and Systems;2023

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