Gamification of Ubiquitous-Based Learning Media as an Initiative of Open-World Metaverse Conversion for Problem Based Learning (PBL) in Business and Management Courses
- DOI
- 10.2991/978-94-6463-178-4_10How to use a DOI?
- Keywords
- Gamification; Learning Media; Ubiquitous Learning; Project Based Learning; Business and Management Course
- Abstract
Digitalization of education is capable of providing a variety of creative and innovative learning media to facilitate the delivery of content by teachers. In reality, however, the comprehension of the provided material by students is heavily influenced by the learning activities conducted by the teacher. If learning activities are conducted with peers or using a practice-doing model, students' ability to retain information can reach 90 percent. Learning media can support learning success because it has advantages. The advantages of learning media include providing a deeper understanding of the learning material being discussed. This study aims to gamify learning media based on ubiquitous learning as an initiative the open-world metaverse conversion of project-based learning (PBL) in business and management courses to support the teaching and learning process. The research phase begins with information gathering and preliminary studies. Then proceed with planning the program framework for the application of learning materials. After that, the preparation of learning materials was carried out. And finally, validation trials were carried out by experts to validate the materials and media. It is hoped that the ubiquitous learning-based learning media gamification software as an initiative to convert open-world metaverse project-based learning (PBL) in business and management courses to support the teaching and learning process. In addition, it is hoped that through this research, the current state of media use in learning and the efficacy of using business application media in business and management courses will be understood.
- 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 - Suryo Hadi Wira Prabowo AU - Achmad Murdiono AU - Jefry Aulia Martha AU - Ika Zutiasari AU - Safwan Marwin Abdul Murad PY - 2023 DA - 2023/05/16 TI - Gamification of Ubiquitous-Based Learning Media as an Initiative of Open-World Metaverse Conversion for Problem Based Learning (PBL) in Business and Management Courses BT - Proceedings of the BISTIC Business Innovation Sustainability and Technology International Conference (BISTIC 2022) PB - Atlantis Press SP - 86 EP - 97 SN - 2352-5428 UR - https://doi.org/10.2991/978-94-6463-178-4_10 DO - 10.2991/978-94-6463-178-4_10 ID - Prabowo2023 ER -