Proceedings of the Annual Conference on Research, Educational Implementation, Social Studies and History (AREISSH 2021)

Fostering Creative Thinking Through Gamification in History Learning

Authors
Oka Agus Kurniawan Shavab1, *, Nana Supriatna1, Leli Yulifar1, Agus Mulyana1
1History Education Department, Universitas Pendidikan Indonesia, Bandung, Indonesia
*Corresponding author. Email: okaaks@upi.edu
Corresponding Author
Oka Agus Kurniawan Shavab
Available Online 17 December 2022.
DOI
10.2991/978-2-494069-17-6_16How to use a DOI?
Keywords
Gamification; History Learning; Literature Study; Creative Thinking
Abstract

This paper aims to describe how to foster creative thinking through gamification in history learning. The existence of this goal is motivated by the problem of low creative thinking in history learning. This problem the author observes is based on a literature study on historical learning research. One solution that can be done is to do gamification in history learning. Gamification is a learning activity by utilizing game elements in it. In its implementation, a platform or Learning Management System is needed that provides these elements. The research method used in this paper is to use a literature review. This method is a research method that discusses systematically identifying, evaluating and synthesizing research results that have been published. One of the objectives of the literature review is to analyze and synthesize the topics under study and discover new things from the research being studied. Several studies have attempted to involve creative thinking through gamification in learning, and the result is that gamification can foster and enhance students’ creative thinking. To see the growth of creative thinking can be seen during the learning process by using gamification on task elements, namely tasks that must be completed by students, such as working on questions. In this element, the teacher must design the question by including each discussion of the answer in the form of a video, text, or image.

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 Annual Conference on Research, Educational Implementation, Social Studies and History (AREISSH 2021)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
17 December 2022
ISBN
978-2-494069-17-6
ISSN
2352-5398
DOI
10.2991/978-2-494069-17-6_16How 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  - Nana Supriatna
AU  - Leli Yulifar
AU  - Agus Mulyana
PY  - 2022
DA  - 2022/12/17
TI  - Fostering Creative Thinking Through Gamification in History Learning
BT  - Proceedings of the Annual Conference on Research, Educational Implementation, Social Studies and History (AREISSH 2021)
PB  - Atlantis Press
SP  - 144
EP  - 150
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-494069-17-6_16
DO  - 10.2991/978-2-494069-17-6_16
ID  - Shavab2022
ER  -