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

  • Hendri Hendri STIKOM Dinamika Bangsa
  • Feliks Lourensius

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
How to Cite
HENDRI, Hendri; LOURENSIUS, Feliks. PENERAPAN KONSEP E-LEARNING DENGAN METODE GAMIFIKASI UNTUK MENINGKATKAN KUALITAS PEMBELAJARAN DI PERGURUAN TINGGI. Jurnal Processor, [S.l.], v. 16, n. 1, p. 1-8, apr. 2021. ISSN 2528-0082. Available at: <http://ejournal.stikom-db.ac.id/index.php/processor/article/view/882>. Date accessed: 05 aug. 2021. doi: https://doi.org/10.33998/processor.2021.16.1.882.
Section
Articles