Page 86 - Conference Book The 3rd IConVET "Future of TVET Graduates: Developing Talent for Industry 4.0 and The New Normal"
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The 3 International Conference
rd
on Vocational Education and Technology (IConVET)
th
Universitas Pendidikan Ganesha - Bali | 7 November, 2020
GAMIFICATION DESIGN FOR HIGH SCHOOL
STUDENT WITH UNSTABLE INTERNET
CONNECTION DURING COVID-19 PANDEMIC
M D W Aristana , and D P Y Ardiana
1
2
1,2 Dept. of informatic engineering, STMIK STIKOM Indonesia, Denpasar,
Bali, Indonesia
2
1
Email: aristana@stiki-indonesia.ac.id, dewayudhi@stiki-indonesia.ac.id
Abstract. Bali is one of the islands located in Indonesia, which is famous
for its natural beauty. Bali also has a unique culture, a special attraction for
tourists. The majority of Balinese are Hindu. Hinduism is not only about
divinity but also about traditions, manners and moral values. So it is very
important to be taught from an early age. In schools students also get Hindu
religious lessons, starting from elementary school (SD) to senior high school
(SMA). Since the spread of the corona virus (COVID-19) in Indonesia, and
more and more people have been infected with the corona virus. To prevent
the spread of the corona virus from spreading, the government closed
schools. Students are required to study online from home with all the
limitations that exist. Teachers who do not understand using technology,
unstable internet access, use of large internet quotas, and students do not
have adequate electronic devices. The internet connection is often unstable,
causing tasks that are received or sent are often late. In addition, online
learning causes almost no interaction between teachers and students. So that
the involvement and motivation of students to learn decreases. The methods
that can be used to increase student motivation and student involvement is
gamification. Marczewski Gamification Framework can be used to design
gamification in Hindu religious subjects. In this study, the achiever user type
is used. In this research uses 3 game mechanics, Level / Progression, Quest
/ Challenges, Achievements / Rewards.
| IConVET 2020 | 86
https://conference.undiksha.ac.id/iconvet/ | 86 |

