Abstract

This study examines the acquisition of student learning outcomes using gamification. There are three main features of this experimental research. First, there is an independent variable that is manipulated. Second, control over all other variables. Third, there is observation and measurement of the dependent variable due to manipulation of the independent variable: 1) there is a significant difference in understanding of entrepreneurship subject matter between groups of students who use learning strategies; 2) there is a significant difference in understanding entrepreneurship subject matter between groups of motivated students; 3) there is an interaction effect between gamification learning strategies and project-based learning strategies with high and low achievement motivation on understanding entrepreneurship subject matter. This study is one of the few studies that develops a gamification strategy, especially in the entrepreneurship course for fifth semester students of the Indonesian Language and Literature Education Study Program, FKIP Unisda, Lamongan.

Full Text
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