Proceedings of the Fifth Sriwijaya University Learning and Education International Conference (SULE-IC 2022)

Design Gamification Model in Local History Learning

Authors
Oka Agus Kurniawan Shavab1, *, Yulia Sofiani1
1History Education Department, Universitas Siliwangi, Tasikmalaya, West Java, Indonesia
*Corresponding author. Email: okaaks@unsil.ac.id
Corresponding Author
Oka Agus Kurniawan Shavab
Available Online 7 March 2023.
DOI
10.2991/978-2-38476-010-7_20How to use a DOI?
Keywords
Gamification; Local History; Game-Based Learning
Abstract

The background of this writing is that lecturers are still not maximal in developing teaching materials or local history learning models in the classroom. This can be seen by the fact that there are still many lecturers who use power points, modules, and lecture methods that are not updated according to the times. This paper aims to describe the design of gamification models in local history learning activities in the classroom. The method used in this study is the literature review method. That study critically examines knowledge, ideas, or findings in the theoretical and methodological literature on a particular topic. The design of the gamification model that can be done in learning activities is to prepare the gamification teaching materials in advance and determine the elements that will be used in learning activities. In this design, the components used are user, task, level, point, badge, and leader boards. The learning steps, namely, the lecturer provides an explanation of the application that will be used, divides the class into several groups consisting of 3–4 people, conducts class discussions with fellow groups in doing the tasks in the application, interacts with students related to the experiences they have had. Already felt related to the use of applications and materials obtained, reflecting on the learning activities that have been carried out.

Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the Fifth Sriwijaya University Learning and Education International Conference (SULE-IC 2022)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
7 March 2023
ISBN
10.2991/978-2-38476-010-7_20
ISSN
2352-5398
DOI
10.2991/978-2-38476-010-7_20How to use a DOI?
Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Oka Agus Kurniawan Shavab
AU  - Yulia Sofiani
PY  - 2023
DA  - 2023/03/07
TI  - Design Gamification Model in Local History Learning
BT  - Proceedings of the Fifth Sriwijaya University Learning and Education International Conference (SULE-IC 2022)
PB  - Atlantis Press
SP  - 167
EP  - 174
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-010-7_20
DO  - 10.2991/978-2-38476-010-7_20
ID  - Shavab2023
ER  -