APPLICATION OF GAMIFICATION IN ETHNIC EXCELLENCE-BASED CHARACTER EDUCATION PROGRAMS

Ade Hodijah

Abstract


This paper describes how the game is a tool to support the strengthening of character education for its users. In implementing the Independent Learning Education, Merdeka Campus, Bandung State Polytechnic, collaborated with the industry to apply gamification to the concept of character education and the nation's cultural values. Some of the objectives of this gamification activity are: (a) Getting the ethnic group’s information; (b) Providing users inspiration to develop themselves; (c) Growing a better direction mindset. The game developed is a web-based application (online gamification), so as many students/students and lecturers as possible can use the game to support strengthening character education and the nation's cultural values. The manual version of the video game content (prototype) is available, namely the 2021 research output containing Pancasila character content based on ethnic excellence. The elements of educational content in online gamification contain the results of identifying the prominent characters of 10 ethnic groups in Indonesia with the largest population (Dayak, Madura, Jawa, Sunda, Baduy, Batak, Banjar, Minahasa, Betawi, Minang). This study used three approaches which are Qualitative-Explorative, Qualitative-Descriptive, and Evaluation. The method used to know how gamification was implemented in character education and the nation's cultural values. It is hoped that gamification can integrate into the learning process for compulsory national subjects. Thus, students can become users and a market for the gamification industry.

Full Text:

PDF

References


adhi, K. (2020). Konsep Teknologi Aplikasi Web. Bab I, 1–16.

Ana Irhandayaningsih. (2013). Menyikapi Dekandensi Moral Di Kalangan Generasi MudIrhandayaningsiha. Humanika, 17(1), 125–138. https://media.neliti.com/media/publications/4995-ID-pendidikan-karakter-di-perguruan-tinggi-menyikapi-dekandensi-moral-di-kalangan-g.pdf

Annasaii Jamar & Mohd Aderi Che Noh. (2021). Gamifikasi Aplikasi Kahoot Dalam Pembelajaran Dan. Seminar Antarabangsa Isu-Isu Pendidikan (ISPEN 2020), January, 13.

Ardiana, D. P. Y., & Loekito, L. H. (2020). Gamification design to improve student motivation on learning object-oriented programming. Journal of Physics: Conference Series, 1516(1). https://doi.org/10.1088/1742-6596/1516/1/012041

Arif, R. F., & Rosyid, H. A. (2019). Pengembangan aplikasi web dengan gamifikasi sebagai media pendukung pembelajaran untuk mata pelajaran pemrograman dasar. Tekno, 29(2), 161. https://doi.org/10.17977/um034v29i2p161-176

Bicen, H., & Kocakoyun, S. (2018). Perceptions of students for gamification approach: Kahoot as a case study. International Journal of Emerging Technologies in Learning, 13(2), 72–93. https://doi.org/10.3991/ijet.v13i02.7467

BOGDAN, I. (2019). Gamification Applied in Computer Science Education: A Preliminary Approach. Economy Informatics Journal, 19(1/2019), 52–58. https://doi.org/10.12948/ei2019.01.06

Faiqah, N., Hamid@Fauzi, A., Osman, M., Razali, S., Rahila, N., & Ibrahim, W. (2019). Student Engagement in Learning Software Engineering Subject using Gamification Approach: A Case Study. Journal of Advanced Computing Technology and Application (Jacta), 1(2), 27–31.

Fitriati, A., Anggoro, S., & Harmianto, S. (2021). Penguatan pendidikan karakter melalui pelatihan penggunaan aplikasi kindfull-digital character book. Riau Journal of Empowerment, 4(1), 29–40. https://doi.org/10.31258/raje.4.1.29-40

Karakter, P. (2017). Perpres 87 tahun 2017 tentang penguatan pendidikan karakter.

Kemdikbud. (2019). Konsep dan Pedoman Penguatan Pendidikan Karakter Tingkat Sekolah Dasar dan Sekolah Menengah Pertama. Kementerian Pendidikan Dan Kebudayaan Republik Indonesia, 8. https://cerdasberkarakter.kemdikbud.go.id/?wpdmpro=buku-konsep-dan-pedoman-ppk

Lasambouw, C. M., & Mathilda, F. (2020). A Most Significant Change Approach to Evaluating E-Learning Outcomes: An Initial Study in Pancasila (Civic) Course. 198(ISSAT), 662–667. https://doi.org/10.2991/aer.k.201221.106

Lasambouw, C. M., Nuryati, N., & Sutjiredjeki, E. (n.d.). Penguatan Pendidikan Karakter Berbasis Keunggulan Etnis melalui Integrasi Kurikulum Pendidikan Tinggi pada Era Revolusi Industri 4 . 0.

Lasambouw, C. M., Sutjiredjeki, E., Nuryati, N., Bandung, P. N., Ciwaruga, D., Elektro, T., Bandung, P. N., Ciwaruga, D., Bandung, P. N., & Ciwaruga, D. (2020). KEUNGGULAN ETNIK DI INDONESIA UNTUK MENDUKUNG PENGUATAN PENDIDIKAN KARAKTER : SUATU STUDI AWAL ( The Advantages of Ethnics In Indonesia To Strengthen Character Education : An Initial Study ) PENDAHULUAN Penguatan Pendidikan Karakter ( PPK ) merupakan kebi. Seminar Nasional Terapan Riset Inovatif (SENTRINOV) Ke-6, 6(2), 480–487.

Lasambouw, C., Sutjiredjeki, E., & Nuryati, N. (2022). Excellence Ethnic Characters in Strengthening the Country National Values Identity: An Experience of Indonesia. Proceedings of the Annual Civic Education Conference (ACEC 2021), 636(Acec 2021), 1–7. https://doi.org/10.2991/assehr.k.220108.115

Marisa, F., Akhriza, T. M., Maukar, A. L., Wardhani, A. R., Iriananda, S. W., & Andarwati, M. (2020). Gamifikasi (Gamification) Konsep dan Penerapan. JOINTECS (Journal of Information Technology and Computer Science), 5(3), 219. https://doi.org/10.31328/jointecs.v5i3.1490

mei, S. Y., Ju, S. Y., & Adam, Z. (2018). Implementing Quizizz as Game Based Learning in the Arabic Classroom. European Journal of Social Sciences Education and Research, 12(1), 208. https://doi.org/10.26417/ejser.v12i1.p208-212

Ngadengon, Z., Rahmat, F., & Mohd Zawawi, N. S. (2021). the Effectiveness of Gamification in Web Design Technologies. International Journal of Modern Education, 3(10), 48–61. https://doi.org/10.35631/ijmoe.310004

Pemerintah, P., Indonesia, R., Standar, T., Pendidikan, N., Rahmat, D., Yang, T., Esa, M., Republik, P., Nomor, U., Nasional, S. P., Pemerintah, P., Pendidikan, S. N., Negara, U. D., Indonesia, R., Nomor, U. R. I., Nasional, S. P., Tahun, L. N., Lembaran, T., Nomor, N., … Pasal, K. U. (2005). PP 19 tahun 2005 tentang standar nasional pendidikan. 1–54.

Rahimah Wahid. (2019). Kaedah gamifikasi sebagai alternatif pengajaran dan pembelajaran dalam kursus berkaitan alam sekitar. Journal of Education and Social Sciences, 12(2), 50–53.

Rao, C. S. (2019). Blended Learning: a New Hybrid Teaching Methodology. Jrsp-Elt, 13(May), 2456–8104. www.jrspelt.com

RPG Maker MV tutorial. (n.d.). Retrieved October 4, 2022, from https://rpgmakermvtutorial.com/

Salsabila, F., & Intani, S. M. (2019). Sejarah Web Service Beserta Arsitektur Dan Penggunaannya. Www.Researchgate.Net, March. https://www.researchgate.net/publication/339688153_SEJARAH_WEB_SERVICE_BESERTA_ARSITEKTUR_DAN_PENGGUNAANNYA

Sanchez, D. R., Langer, M., & Kaur, R. (2020). Gamification in the classroom: Examining the impact of gamified quizzes on student learning. Computers and Education, 144(October). https://doi.org/10.1016/j.compedu.2019.103666

Seva, K., & Siga, W. D. (2022). Penerapan Konsep Gamifikasi Nilai Filosofis Seni Reak dalam Pendidikan Budi Pekerti. 2, 61–68.

Syaefullah, M. F. A., & Huda, S. N. (2021). Gamifikasi Pendidikan Akhlak Berbasis Visual Novel Untuk Siswa SD Kelas Rendah. Automata. https://journal.uii.ac.id/AUTOMATA/article/view/19476%0Ahttps://journal.uii.ac.id/AUTOMATA/article/viewFile/19476/11549

Uz Bilgin, C., & Gul, A. (2020). Investigating the Effectiveness of Gamification on Group Cohesion, Attitude, and Academic Achievement in Collaborative Learning Environments. TechTrends, 64(1), 124–136. https://doi.org/10.1007/s11528-019-00442-x

Yamin, M., & Syahrir, S. (2020). Pembangunan Pendidikan Merdeka Belajar (Telaah Metode Pembelajaran). Jurnal Ilmiah Mandala Education, 6(1), 126–136. https://doi.org/10.36312/jime.v6i1.1121




DOI: http://dx.doi.org/10.17977/um037v7i22022p103-114

Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.