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

Penulis

  • Hendri STIKOM Dinamika Bangsa
  • Feliks

DOI:

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

Abstrak

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.

Unduhan

Data unduhan belum tersedia.

Diterbitkan

2021-04-26

Abstract views:

109

PDF Download:

275

DOI:

10.33998/processor.2021.16.1.882

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Cara Mengutip

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