PENERAPAN KONSEP E-LEARNING DENGAN METODE GAMIFIKASI UNTUK MENINGKATKAN KUALITAS PEMBELAJARAN DI PERGURUAN TINGGI

Authors

  • Hendri STIKOM Dinamika Bangsa
  • Feliks

DOI:

https://doi.org/10.33998/processor.2021.16.1.882

Abstract

To meet the needs of digital transformation, Indonesia needs young people who are able to compete globally. The education industry has taken advantage of this trend by integrating new methods such as virtual collaboration, mobile learning applications and enhanced learning technologies. In this study, researchers tried to apply the concept of Elearning / distance learning using the gamification method so as to improve the quality of learning in higher education. Gamification method provides additional motivation to ensure students (learners) follow complete learning activities and the ability to solve problems.

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Published

2021-04-26

Abstract views:

129

PDF Download:

302

DOI:

10.33998/processor.2021.16.1.882

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How to Cite

Hendri, & Feliks. (2021). PENERAPAN KONSEP E-LEARNING DENGAN METODE GAMIFIKASI UNTUK MENINGKATKAN KUALITAS PEMBELAJARAN DI PERGURUAN TINGGI. Jurnal PROCESSOR, 16(1), 1–8. https://doi.org/10.33998/processor.2021.16.1.882