Pengaruh Elemen Rewards Terhadap Keterlibatan Mahasiswa Dalam Mengikuti Pembelajaran Online Pada Platform G-MOOC

Authors

  • Rujianto Saputro Universitas Amikom Purwokerto
  • Deasy Komarasary Universitas Amikom Purwokerto
  • Rosana Fadila Sari Universitas Amikom Purwokerto

DOI:

https://doi.org/10.31154/cogito.v8i2.408.308-320

Keywords:

Gamifikasi, Elemen Permainan, Motivasi Ekstrinsik, G-MOOC

Abstract

Gamifikasi terbentuk dari elemen permainan yang mampu meningkatkan motivasi atau keterlibatan seseorang menyelesaikan tugas atau pekerjaan. Karena kemampuannya terebut maka gamifikasi banyak diaplikasikan di berbagai bidang, salah satunya di bidang pendidikan. Platform G-MOOC merupakan platform Massive Open Online Courses yang dibangun dengan menggunakan pendekatan gamifikasi. Dibangun menggunakan framework MARC, platform ini dapat meningkatkan motivasi belajar mahasiswa dalam menyelesaikan kursus yang diikuti. G-MOOC terdiri dari beberapa elemen permainan yang bersifat ekstrinsik, diantaranya adalah poin, level dan leaderboards. Pengaruh elemen permainan bersifat ekstrinsik belum pernah diuji pengaruhnya terhadap tingkat keterlibatan, maka penelitian ini fokus terhadap pengujian pengaruh ketiga elemen ini terhadap motivasi mahasiswa menyelesaikan kursus. Berdasarkan pengujian didapatkan elemen point berpengaruh secara signifikan pada tingkat keterlibatan mahasiswa. Hal ini dikarenakan elemen poin berdampak langsung pada setiap aktivitas belajar yang dilakukan oleh mahasiswa di dalam platform. Penelitian selanjutnya akan diuji jenis poin apa yang paling mempengaruhi motivasi mahasiswa dalam menggunakan platform G-MOOC.

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Published

2022-12-27

How to Cite

Saputro, R., Komarasary, D. ., & Sari, R. F. . (2022). Pengaruh Elemen Rewards Terhadap Keterlibatan Mahasiswa Dalam Mengikuti Pembelajaran Online Pada Platform G-MOOC. CogITo Smart Journal, 8(2), 308–320. https://doi.org/10.31154/cogito.v8i2.408.308-320