Innovation in Digital Personalized Learning based on gamifications for learning in SMA during and post COVID-19 pandemic

Authors

DOI:

https://doi.org/10.56294/saludcyt2022240

Keywords:

Digital Personalized Learning, Gamification, Covid-19, Pandemic

Abstract

According to the UNICEF 2020 through the U-Report channel survey, it was stated that over 4 000 students were polled in 34 Indonesian provinces, with  87 percent of students acknowledging that they prefer to study at school. Furthermore, according to the Unesco-Unicef case study report, up to 66 percent of the 60 million students at various levels of education admitted to not feeling comfortable studying from home during the Covid-19 pandemic.  However, the solutions offered cannot be implemented because, even if E-learning is used properly, it cannot solve the problem unless it is supported by the readiness of mature human resources.  The purpose of this study is to reduce learning loss among high school students during online learning due to the pandemic. Therefore, with the development of gamification-based learning media innovations, an exciting and fun learning environment can be created while students gain a thorough understanding of the material. Furthermore, the existence of this learning media innovation can direct high school students who enjoy playing games to be delighted to receive learning materials that are designed to play. The goal of this research is to eventually serve as one of the steps towards a solution to raise students' academic achievement standards in the midst of a pandemic. This research is critical in order to overcome the pandemic's effects on education in Indonesia

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Published

2022-12-31

How to Cite

1.
Basuki A, Syah Pahlevi A, Churiyah M, Gunawan A. Innovation in Digital Personalized Learning based on gamifications for learning in SMA during and post COVID-19 pandemic. Salud, Ciencia y Tecnología [Internet]. 2022 Dec. 31 [cited 2024 Nov. 21];2:240. Available from: https://sct.ageditor.ar/index.php/sct/article/view/50