Pendampingan Pemanfaatan Gamifikasi untuk Pendidikan di Masa Depan

Authors

  • Mambang Mambang Universitas Sari Mulia
  • Septian Eka Prastya Universitas Sari Mulia
  • Muhammad Zulfadhilah Universitas Sari Mulia
  • Subhan Panji Cipta Universitas KH. A. Wahab Hasbullah
  • Finki Dona Marleny Universitas Muhammadiyah Banjarmasin
  • Melda Melda Universitas Sari Mulia
  • Nur Meilianti Maulida Universitas Sari Mulia
  • Putri Putri Universitas Sari Mulia
  • Muhammad Satrio Ayuba Universitas Sari Mulia
  • Rismawati Rismawati Universitas Sari Mulia
  • Indah Wulandari Universitas Sari Mulia
  • Rizkian Muhammad Fikri Universitas Sari Mulia
  • Rahmini Rahmini Universitas Sari Mulia
  • Haniffah Sri Rinjani Universitas Sari Mulia
  • Risma Maulida Universitas Sari Mulia

DOI:

https://doi.org/10.32764/abdimas_if.v3i1.2439

Keywords:

Mentoring, Gamification, Education

Abstract

One of the strategies of Information Technology in the field of learning is using the game method to develop learning methods. Learning is the main activity of the educational process in schools which aims to produce behavioral changes. The use of gamification in learning requires strategies in using it such as game mechanics, aesthetics, and game thinking to involve people, provide encouragement and motivation, and learn to solve problems. The results of the analysis carried out on the literature review provide an overview of the four gamification-based tools used, each of which has advantages and disadvantages. Assistance and utilization of gamification tools in supporting the learning process carried out at SDN Semangat Bakti can be carried out according to learning needs. Assistance in the use of gamification for education in the future needs to be carried out to prepare the next generation of the nation so that the learning process can adapt to the development of information and communication technology.

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Published

2022-04-27

How to Cite

Mambang, M., Prastya, S. E., Zulfadhilah, M., Cipta, S. P., Marleny, F. D., Melda, M., Maulida, N. M., Putri, P., Ayuba, M. S., Rismawati, R., Wulandari, I., Fikri, R. M., Rahmini, R., Rinjani, H. S., & Maulida, R. (2022). Pendampingan Pemanfaatan Gamifikasi untuk Pendidikan di Masa Depan. Jumat Informatika: Jurnal Pengabdian Masyarakat, 3(1), 21–28. https://doi.org/10.32764/abdimas_if.v3i1.2439

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Articles