Gamification Application in Creating Active, Interesting, and Fun Sociological Learning
Susilaningsih, Luis Rumianda, Nunung Nindigraha
Available Online 4 December 2020.
- https://doi.org/10.2991/assehr.k.201204.071How to use a DOI?
- gamification, sociology of social, cultural diversity
- Gamification means applying game design elements in non-game conditions. The design game elements in question are missions, challenges, levels, points, star badges, leadboards, rewards. Elements that normally exist in a game are now applied in non-game conditions. The use of gamification has been applied in various fields. In education, gamification can be applied as a learning method. When students do the learning process it feels like playing a game. In this study, gamification is applied in the Sociology of Social Cultural Diversity learning for Class X Senior High Schools. The purpose of this gamification is a solution to teacher center sociology learning, teacher-centered learning so that learning becomes boring. Through analyzing the response data of students who have carried out learning with gamification, it can be seen whether this gamification makes sociology learning active, interesting, and fun. The research method uses descriptive quantitative. The results showed that gamification succeeded in creating active, interesting, and fun sociology learning. Students feel sociology learning is not boring and feel motivated to complete the task well.
- Open Access
- This is an open access article distributed under the CC BY-NC license.
Cite this article
TY - CONF AU - Susilaningsih AU - Luis Rumianda AU - Nunung Nindigraha PY - 2020 DA - 2020/12/04 TI - Gamification Application in Creating Active, Interesting, and Fun Sociological Learning BT - Proceedings of the 6th International Conference on Education and Technology (ICET 2020) PB - Atlantis Press SP - 366 EP - 373 SN - 2352-5398 UR - https://doi.org/10.2991/assehr.k.201204.071 DO - https://doi.org/10.2991/assehr.k.201204.071 ID - Susilaningsih2020 ER -