Gamification Development in Attainment Concept Model Learning for Students' Comprehension Enhancement

被引:0
作者
Rasim [1 ]
Prabawa, Harsa Wara [1 ]
Munir [1 ]
Husnun, Ulfah [1 ]
机构
[1] Univ Pendidikan Indonesia, Bandung, Indonesia
来源
2017 3RD INTERNATIONAL CONFERENCE ON SCIENCE IN INFORMATION TECHNOLOGY (ICSITECH) | 2017年
关键词
gamification; concept attaintment model;
D O I
暂无
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
Vocational High School, or renowned as Sekolah Menengah Kejuruan (SMK) in Indonesia, is categorized as high school level prioritizing skills development aside from student's cognitive ability. Some obstacles are discovered that SMK graduates have not been able to meet the needs of middle-level workers. One of them is caused by the low-quality learning. With research and development method, this study's purpose to develop learning media that enables to enhance students' competence in managing their cognitive ability, especially students' understanding. In general, students acknowledged the support from the interactive multimedia game in their in class learning process. Moreover, the students understand and apprehend the materials presented in the game.
引用
收藏
页码:685 / 689
页数:5
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