Detail Karya Ilmiah
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Penerapan Gamification pada E-Learning Pembelajaran SQLPenulis : Azza Devi ManziliaDosen Pembimbing I : Rika Yunitarini,S.T.,M.TDosen Pembimbing II :Andharini Dwi C,S.Kom.,M.KomAbstraksi
Penerapan e-learning di perguruan tinggi banyak memberikan manfaat bagi dosen dan mahasiswa. Dengan menerapkan e-learning dosen dapat melakukan pengajaran secara dinamis dan mahasiswa dapat belajar secara fleksibel tanpa tergantung pada tempat dan waktu. Namun, penggunaan e-learning dinilai masih belum efisien karena sistem yang terdapat dalam e-learning belum bisa memberikan hasil yang maksimal bagi mahasiswa karena mahasiswa hanya mengetahui kemampuanya secara personal saja tanpa mengetahui kemampuan mahasiswa lain, dan bagi dosen e-learning belum mampu menampilkan secara global hasil yang telah dicapai oleh seluruh mahasiswa. Permasalahan tersebut dapat diselesaikan dengan menambah fitur e-learning yang menerapkan konsep gamification. Gamification merupakan konsep pembelajaran yang menerapkan konsep game kedalam proses belajar. Fitur yang ditambahkan pada e-learning berupa quiz, challenge dan latihan tutorial yang diberikan oleh dosen. Sistem dibangun dengan menggunakan LMS (Learning Management System) MOODLE sebagai sistem e-learning mata kuliah SQL. Dengan diimplementasikanya sistem ini dosen dapat dengan mudah mengetahui kemampuan seluruh mahasiswa sedangkan mahasiswa dapat mengetahui kemampuanya dibandingkan dengan kemampuan mahasiswa lain. Berdasarkan hasil ujicoba yang diterapkan, sistem secara keseluruhan dinilai bisa diterapkan dengan baik oleh mahasiswa dengan nilai 8,2 yang masuk kedalam kategori baik.
AbstractionThe application of E-learning provides advantages for both lecturers and students. Moreover, through the application of which, lecturers are able to conduct lectures dynamically and students can learn flexibly without having to be depending with the time and place settlement. However, the application of E-learning is not considered to be efficient because of the system that has not been able to yield a maximum result for students because they can only measure their ability personally without ever knowing other students’ ability. Furthermore, lecturers consider E-learning to be unable of showing the results that have been achieved by students globally. These problems can be solved through an addition of feature in E-learning system that applies the concept of gamification. Gamification is described as the concept of learning that applies gaming concept within it. Features that are added in E-learning¬ are in forms of quiz challenge and tutorial practices given by lecturers. The system is built by LMS (Learning Management System) Moodle as an E-learning system for SQL lecture. Through the implementation of such system, lecturers would be able to determine their students’ ability, and students would be able to measure their ability in comparison with others. According to the results of tests that had been applied, the system is holistically considered to be applied succesfully by students with the value of 8,2 fall into the good grade category.