Proceedings of the 6th International Conference on Education and Technology (ICET 2020)

Gamification Application in Creating Active, Interesting, and Fun Sociological Learning

Authors
Susilaningsih, Luis Rumianda, Nunung Nindigraha
Corresponding Author
Susilaningsih
Available Online 4 December 2020.
DOI
https://doi.org/10.2991/assehr.k.201204.071How to use a DOI?
Keywords
gamification, sociology of social, cultural diversity
Abstract
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.
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Volume Title
Proceedings of the 6th International Conference on Education and Technology (ICET 2020)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
4 December 2020
ISBN
978-94-6239-289-2
ISSN
2352-5398
DOI
https://doi.org/10.2991/assehr.k.201204.071How to use a DOI?
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  -