Penggunaan Gamitifikasi pada Massive Open Online Course (MOOC)

Penulis

Wirawan Arief Nugroho, Dyah Puspito Rini

Abstrak

Pada era Revolusi Industri 4.0 Gamifikasi dan Massive Open Online Course (MOOC) merupakan fenomena baru dalam pembelajaran terbuka dan dikenal sebagai strategi yang baik untuk meningkatkan kualitas pendidikan. Namun demikian, MOOC memiliki dua kelemahan utama: pertama, kurangnya pemahaman untuk mengetahui sasaran pribadi; dan kedua, tingkat penyelesaian yang rendah dibandingkan dengan jumlah pendaftaran ke MOOCs. Untuk dapat mengatasi dua kelemahan tersebut peneliti mengusulkan pemanfaatan Gamifikasi. Dalam tulisan ini akan diuraikan berbagai penelitian yang berkaitan dengan Gamifikasi dan MOOC. Metodologi penelitian ini menggunakan pendekatan studi literatur. Hasilnya diketahui bahwa MOOC tidak memerlukan tingkat penyelesaian penuh seperti kursus tradisional yang biasanya dianggap sebagai keberhasilan. Selain itu gamifikasi dapat meningkatkan efektifitas MOOC untuk dapat mengatasi masalah utama dalam penerapannya melalui pengguanaan elemen-elemen penting dalam gamifikasi.

Abstract

Since the beginning of the Industrial Revolution 4.0 Gamification and the Massive Open Online Course (MOOC) is a new phenomenon in open learning and is known as a good strategy to improve the quality of education. However, the MOOC has two main disadvantages: first, lack of understanding to know personal goals; and second, the completion rate is low compared to the number of registrations to MOOCs. To be able to overcome these two weaknesses, researchers will propose the use of Gamification. In this paper various studies relating to Gamification and MOOC will be described. The methodology of this research uses a qualitative approach with emphasis on data analysis. The result is that the MOOC does not require a full level of completion like a traditional course which is usually considered a success. In addition, gamification can increase the effectiveness of the MOOC to be able to overcome the main problems in its application through the use of important elements in gamification

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Referensi


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DOI: http://dx.doi.org/10.25126/jtiik.0811689