Building: Campus 1 Mrican, Sanata Dharma
Room: K 15
Date: 2024-05-31 10:00 AM – 12:35 PM
Last modified: 2024-05-31
Abstract
Gamification is an innovative approach to education. Gamification is the integration of game-like components into the non-game concept. Gamification has become increasingly popular as a tool to motivate participation. This paper examines the impact of gamification, the integration of game-like elements into learning environments, on student participation in the classroom. While proponents argue that gamification fosters intrinsic and extrinsic motivation, leading to increased engagement and participation, critics raise concerns about potential drawbacks. Gamification consists of hi-tech and low-tech where both have differences in the use of tools. This research focuses on the impact of low-tech gamification where low-tech gamification is the application of game-like elements and game concepts in learning without relying on technology for certain. This study was conducted using qualitative methods where the researcher collected data through interviews with students who have experienced learning using low-tech gamification. This research focuses on student participation in classroom activities. The result proves that low-tech gamification has an impact on student participation in the classroom. Low-tech gamification activities provide fun learning that stimulates students’ interest to give their contribution.