Research Paper
Year: 2022 | Month: November | Volume: 9 | Issue: 11 | Pages: 554-561
DOI: https://doi.org/10.52403/ijrr.20221172
Application of Gamification-Based Online Learning on Student Learning Outcomes During the Covid-19 Pandemic
Nisaul Barokati Seliro Wangi1, Novita Eka Chandra2, Aditya Zulkarnaen Ali3, Lady Lina Aulia4, Abdullah Zahid5, Megi Widiyah Triutami6, Fiqiyah Biroudloh7
1Lecturer, Universitas Islam Darul ‘ulum, Indonesia
2Lecturer, Universitas Islam Darul ‘ulum, Indonesia
3,4,5,6,7Student, Universitas Islam Darul ‘ulum, Lamongan, Indonesia
Corresponding Author: Nisaul Barokati Seliro Wangi
ABSTRACT
The Covid-19 pandemic case had an impact on student teaching and learning activities. Teaching and learning activities that were originally face-to-face changed to online or through the internet network. One of the impacts of online learning is that students feel bored, so the value of student learning outcomes decreases. To overcome these problems gamification is applied to online learning. Gamification is a learning strategy that includes game elements in it. This study aims to see the effectiveness of gamification-based online learning on student learning outcomes. The method used in this research is quasi-experimental with a nonequivalent control group design. The results showed that there were differences between the post-test scores of the gamification-based online learning group and the regular online learning group. This is reinforced by the value of descriptive statistics, namely the mean value of the gamification-based online learning post-test is higher than the post-test value of ordinary online learning. Based on the results of the N-Gain test, the mean value for the N-Gain test in the gamification-based online learning group of 77,3095% is included in the effective category. It was concluded that gamification-based online learning is effective for improving student learning outcomes.
Keywords: online learning, gamification, learning outcomes, effectiveness
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