Kajian Kritis tentang Gamifikasi sebagai Strategi Penguatan Literasi di Era Digital
Sari
Teks Lengkap:
PDFReferensi
Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning …. https://doi.org/10.1108/IJILT-02-2017-0009
Chen, X., Li, X., Lee, S. Y. C., & Chu, S. K. W. (2018). Re‐examining students’ reading experience in a gamified context from a self‐determination perspective: A multiple‐case study. Proceedings of the …. https://doi.org/10.1002/pra2.2018.14505501008
De La Hera, T., Cañete Sanz, L., Navarro Sierra, N., Jansz, J., Kneer, J., Glas, R., & van Vught, J. (2024). Digital literacy games: A systematic literature review. Frontiers in Communication, 9.
De-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., & ... (2014). An empirical study comparing gamification and social networking on e-learning. Computers & …. https://www.sciencedirect.com/science/article/pii/S036013151400030X
Deterding, S., O’Hara, K., Sicart, M., Dixon, D., & Nacke, L. (2011). Gamification: Using game design elements in non-gaming contexts. Conference on Human Factors in Computing Systems - Proceedings. https://doi.org/10.1145/1979742.1979575
Dinihari, Y., Rafli, Z., & Boeriswati, E. (2025). INOVASI BAHAN AJAR LITERASI: Pendekatan Gamifikasi dan Pedagogi Modern. EDUPEDIA Publisher, 1-191.
Dinihari, Y., Rafli, Z., & Boeriswati, E. Literasi Dan Gamifikasi Pedagogi. Penerbit Adab.
Dinihari, Y., Solihatun, S., Wiyanti, E., & Nazelliana, D. (2025). Penguatan Literasi Digital Guru untuk Pencegahan Perundungan di Pondok Pesantren. Jurnal PkM (Pengabdian kepada Masyarakat), 8(1).
Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., et al. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380-392.
Gee, J. (1999). The New Literacy Studies and the “Social Turn.” Instruction; Scientific Enterprise;, 1.
Hadi Mogavi, S., et al. (2022). Ethical challenges in gamified education research and development: An umbrella review and potential directions. ArXiv.
Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers and Education, 80. https://doi.org/10.1016/j.compedu.2014.08.019
Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Pfeiffer.
Lampropoulos, G., & Kinshuk. (2024). Virtual reality and gamification in education: A systematic review. Educational Technology Research and Development.
Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71. https://doi.org/10.1016/j.chb.2015.08.048
OECD. (2019). Implementing Education Policies REALISING EFFECTIVE CHANGE IN EDUCATION Why focus on education policy implementation? OECD Publishing, 2018.
Wang, Z., Harun, J., & Yuan, Y. (2024). Enhancing reading instruction through gamification: A systematic review of theoretical models, implementation strategies, and measurable outcomes (2020–2024). Journal of Information Technology Education: Research.
Wijaya, R. E., Mustaji, M., & Sugiharto, H. (2021). Development of Mobile Learning in Learning Media to Improve Digital Literacy and Student Learning Outcomes in Physics Subjects: Systematic Literature Review. Budapest International Research and Critics Institute (BIRCI-Journal): Humanities and Social Sciences, 4(2). https://doi.org/10.33258/birci.v4i2.2027.
Whitton, N. (2014). Digital games and learning: Research and theory. Routledge.
Refbacks
- Saat ini tidak ada refbacks.