Analisis Kualitatif Elemen Gamifikasi dalam Games Berbasis ICT untuk Anak Usia Dini

Penulis

  • Bayu Rima Aditya Universitas Telkom, Bandung
  • Aldilla Iradianty Universitas Telkom, Bandung
  • I Nyoman Darma Kotama Institut Bisnis dan Teknologi Indonesia, Denpasar

DOI:

https://doi.org/10.25126/jtiik.20241046285

Abstrak

Pembelajaran berbasis gamifikasi menghadirkan pengalaman baru bagi peserta didik. Tren penggunaan pendekatan gamifikasi ini semakin diminati di semua level pendidikan, terutama untuk level pendidikan anak usia dini. Penelitian ini bertujuan untuk mengidentifikasi elemen gamifikasi yang paling relevan dalam lingkungan pendidikan anak usia dini (PAUD) melalui kegiatan Focus Group Discussion (FGD) bersama guru PAUD di Indonesia. Hasil analisis temuan menunjukkan bahwa guru PAUD memiliki persepsi dan preferensi positif terhadap pembelajaran PAUD berbasis gamifikasi. Selain itu, hasil penelitian juga mengkonfirmasi bahwa terdapat sembilan elemen gamifikasi yang cocok untuk diterapkan pada pembelajaran berbasis gamifikasi di lingkungan PAUD, yaitu poin dan penghargaan, papan peringkat, lencana, tantangan, levelisasi, penanda progres, avatar, mata uang, dan kejutan. Hasil penelitian ini dapat menjadi dasar untuk penelitian masa depan dalam kaitannya dengan pengembangan prototipe sistem pembelajaran PAUD berbasis gamifikasi dengan fokus pada interaksi, pemberian penghargaan, pemecahan masalah, dan pemberian tantangan.

 

Abstract

Game-based learning brings new experiences for students. The trend of using the gamification approach is increasingly in demand at all levels of education, especially for early childhood education. This study aims to identify the most relevant gamification elements in early childhood education through Focus Group Discussion activities with early childhood teachers in Indonesia. The results of the analysis of the findings indicate that teachers have positive perceptions and preferences toward game-based learning in early childhood education. In addition, the results also confirm that there are nine elements of gamification that are suitable to be applied to in the early childhood environment, namely points and rewards, leaderboards, badges, challenges, leveling, progress bar, avatars, currency, and surprises. The results of this study can be used as the basis for further research in relation to developing a prototype of a game-based learning system in early childhood education with a focus on interaction, rewarding, problem solving, and challenges.

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Referensi

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Diterbitkan

30-08-2023

Terbitan

Bagian

Ilmu Komputer

Cara Mengutip

Analisis Kualitatif Elemen Gamifikasi dalam Games Berbasis ICT untuk Anak Usia Dini. (2023). Jurnal Teknologi Informasi Dan Ilmu Komputer, 10(4), 725-730. https://doi.org/10.25126/jtiik.20241046285