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Gamification in economics and its impact on students’ achievement: Lesson from covid-19 in Indonesia
Author(s) -
Cipto Wardoyo,
Yogi Dwi Satrio,
Bagus Shandy Narmaditya,
Agus Wibowo
Publication year - 2021
Publication title -
cypriot journal of educational sciences
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.22
H-Index - 5
eISSN - 1305-905X
pISSN - 1305-9076
DOI - 10.18844/cjes.v16i3.5839
Subject(s) - mathematics education , distance education , computer science , covid-19 , government (linguistics) , educational technology , java , mobile device , psychology , pedagogy , operating system , medicine , linguistics , philosophy , disease , pathology , infectious disease (medical specialty) , programming language
Providing teaching and learning activities during the Covid-19 pandemic has been a global challenge, and the government has responded to this issue by conducting distance learning using technology. This study introduces and evaluates gamification learning in economics employing to enhance the students’ achievements. This study elaborates on a new learning model, “e-crowdwar mobile game,” that can be used for distance learning activities. This research adopted classroom action research to gain an understanding of the implementation of this new model for students’ achievement. The work involved senior high school students in several regions in East Java of Indonesia. Accordingly, the data were analyzed using both quantitative and qualitative approaches. The findings indicate that the implementation of gamification learning faces some difficulties in both teachers and students. However, this new model outperforms the conventional learning model with the teacher-centered approach, and it can be considered an alternative learning model for distance learning using technology.   Keywords: E-crowdwar, gamification learning, mobile-Learning, students’ achievements

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