Akbar, Sulaiman (2024) GAMIFICATION: THE NEGATIVE IMPACT OF GAMIFICATION IN EDUCATIONAL CONTEXT FROM STUDENT’S PERSPECTIVE. Undergraduate thesis, Universitas Muhammadiyah Malang.
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Abstract
Gamification is a method of learning involving game features like leaderboards, points, badges, levels, and time limits into non-gaming situations with the intention of making learning activities more enjoyable. The goal of gamification is to raise student confidence, motivation, and performance when completing assignments. The purpose of this research is to identify gamification's disadvantages. "What are the negative impacts of gamification in educational contexts from the student's perspective?" is the research question of this study. Both open-ended and closed-ended questions are used in questionnaire for this study. According to the study's findings, there are nine disadvantages by employing gamification in educational settings. Students expressed dissatisfaction with game features in gamification. Students also struggled to adjust and lack confidence when using gamification due to unfamiliar game features. In specifics, gamification has the potential to demotivate and annoy students, as well as make them feel hopeless.
| Item Type: | Thesis (Undergraduate) |
|---|---|
| Student ID: | 201910100311026 |
| Keywords: | Gamification, Negative, Education |
| Subjects: | L Education > LB Theory and practice of education > LB2300 Higher Education |
| Divisions: | Faculty of Teacher Training and Education > Department of English Language Education (88203) |
| Depositing User: | 201910100311026 sulaimanakbar |
| Date Deposited: | 10 Mar 2025 01:33 |
| Last Modified: | 10 Mar 2025 01:33 |
| URI: | https://eprints.umm.ac.id/id/eprint/15996 |
