Page 86 - Conference Book The 3rd IConVET "Future of TVET Graduates: Developing Talent for Industry 4.0 and The New Normal"
P. 86

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 |
   81   82   83   84   85   86   87   88   89   90   91