Proceedings of the 7th International Conference on Learning Innovation and Quality Education (ICLIQE 2023)

Analysis of the Needs for the Development of Gamification Based Mobile Learning Media

Authors
Anik Twiningsih1, *, Gunarhadi Gunarhadi1, Akhmad Arif Musadad1
1Sebelas Maret State University, Surakarta, Indonesia
*Corresponding author. Email: aniktwiningsih_tp@sudent.uns.ac.id
Corresponding Author
Anik Twiningsih
Available Online 25 November 2024.
DOI
10.2991/978-2-38476-301-6_51How to use a DOI?
Keywords
gamification; mobile learning; primary education
Abstract

“This research is an initial study to describe the results of the teacher needs analysis and the results of the student needs analysis on the development of gamification-based mobile learning media in elementary schools. The research method used in this initial research was descriptive qualitative research using an observational approach through the stages of data collection, data reduction, data presentation and in the end conclusions were drawn as a resul2.t of the research. The subjects of this study were 26 elementary school teachers and 72 elementary school students in Surakarta who were randomly selected. The research instrument used was a questionnaire and a questionnaire. Data analysis was used by calculating the percentage of the results of distributing questionnaires and questionnaires distributed to teachers and students. The research results showthat out of 26 elementary school teachers in Surakarta city, they responded that 69.2% had not implemented gamification-based mobile learning. 23.1% have implemented gamification-based mobile learning and the remaining 7.7% have implemented it but it is still rare. In addition, the results of the analysis of student needs show a percentage of 72.2% responding that they enjoy learning using gadgets and 27.8% are not happy learning by using gadgets. From the aspect of whether teachers need to provide learning media presented in the form of games 87.5% of students respond to the need for game-based media and only 12.5% provide unnecessary answers. Thus the results of this observation provide reinforcement that the development of gamification-based mobile learning media is needed by teachers and students in learning.”

Copyright
© 2024 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 7th International Conference on Learning Innovation and Quality Education (ICLIQE 2023)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
25 November 2024
ISBN
978-2-38476-301-6
ISSN
2352-5398
DOI
10.2991/978-2-38476-301-6_51How to use a DOI?
Copyright
© 2024 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  - Anik Twiningsih
AU  - Gunarhadi Gunarhadi
AU  - Akhmad Arif Musadad
PY  - 2024
DA  - 2024/11/25
TI  - Analysis of the Needs for the Development of Gamification Based Mobile Learning Media
BT  - Proceedings of the 7th International Conference on Learning Innovation and Quality Education (ICLIQE 2023)
PB  - Atlantis Press
SP  - 540
EP  - 548
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-301-6_51
DO  - 10.2991/978-2-38476-301-6_51
ID  - Twiningsih2024
ER  -