Integrating Gamification in a Blended Learning Entrepreneurship Course: Discussing Student Learning and Achievement Motivation
1Nisaul Barokati Seliro Wangi, Yuli Ani Setyo Dewi, Diah Ambarumi Munawaroh, Harsono, Syamsudin, Ammar Zainuddin, Muhammad Mujtaba Mitra Zuana, Bakhrudin All Habsy, Akhmad Sirojuddin, Septiana Wandira
Purpose Students’ passive activities, such as reading and watching activity make learning process can't run well. Only active communication with their colleagues, facilitators, and other learning resources make process run well. In this case, we use gamification to improve student's learning motivation. This study used four scales to obtain consistent and measurable data. Scale 1 and 2 were to analyze the level of knowledge about gamification framework, Scale 3 for concept and effectiveness and Scale 4 for fun learning. In conclusion, entrepreneurship courses through gamification run effectively because students are interested in gamification because it is new for them and able to establish good communication patterns as well as makes students more literate on technology...
Gamification, blended learning, entrepreneurship course, achievement motivation, student learning.