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Gamification Based Mobile Application as Learning Media Innovation for Basic Programming Lessons
Wahyu Nur Hidayat (*a), Annisa Fitranti (a), Azmi Fachriza Firdaus (a), Chrismon Dwi Indah Kartikasari (a), Tri Atmadji Sutikno (a)

a) Department of Electrical Engineering, Universitas Negeri Malang, Jalan Semarang No 5, Malang 65145, Indonesia
*wahyu.nur.ft[at]um.ac.id


Abstract

Basic Programming is a productive subject in the study of ICT Vocational High School programs that require students to develop information systems in accordance with the times. Lack of applicative material in basic programming subjects is a problem that is often encountered so that the level of critical thinking of students is less than optimal. In addition, the level of student interest in these subjects is less than optimal because of the monotonous implementation of learning. The solutions offered through this study aim to produce gamification-based mobile applications as innovative and communicative learning media. The development method used is the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). The result shows the total usability level is in 81.75%. Material validation shows the results in 95.83% and validation from media experts is 97.12%. Test results on the small group trial subjects shows 91% valid and the large group 93% valid. Based on the results of product usability testing and field trials, it can be concluded that the product is suitable for use as a medium in the learning process. Concept of gamification in this media also increases the attractiveness and motivation of users in order to obtain maximum testing results.

Keywords: Development; Gamification; Basic programming; Mobile application;

Topic: Vocational Engineering and Technology

Link: https://ifory.id/abstract/8VtF36hRdyMc

Conference: The 1st Annual Advanced Technology, Applied Science, and Engineering Conference (ATASEC 2019)

Plain Format | Corresponding Author (Annisa Fitranti)

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