Author
Ninik Rahayu Ashadi(1
(1) Universitas Negeri Makassar,
| Article Analytic |
Available online: 2025-06-09 | Published : 2025-06-09
Copyright (c) 2025 Ninik Rahayu Ashadi
Article can trace at:
Article Metrics
Abstract Views: 52 times
PDF Downloaded: 23 times
Abstract
Keywords
References
Cheong, C., Cheong, F., & Filippou, J. (2013). Quick Quiz: A Gamified Approach for Enhancing Learning. In PACIS 2013 Proceedings.
Romero, M., Usart, M., & Ott, M. (2021). Gamification and learning: A review of the literature. Computers in Human Behavior Reports, 4, 100089. https://doi.org/10.1016/j.chbr.2021.100089
Khened, M., Dudhgaonkar, S., & Ramani, S. (2020). Enhancing programming skills using game-based learning: An experimental study. Education and Information Technologies, 25(6), 54375456. https://doi.org/10.1007/s10639-020-10243-w
Satrio, R. P., & Sfenrianto. (2021). Gamification-Based Mobile Application to Enhance Student Motivation and Learning Outcomes in Programming. International Journal of Interactive Mobile Technologies (iJIM), 15(2), 4-17. https://doi.org/10.3991/ijim.v15i02.1842.
Wijaya, H., Surjono, H. D., & Kusuma, B. D. (2020). Pengembangan Media Pembelajaran Interaktif Berbasis Game untuk Meningkatkan Kemampuan Pemrograman. Jurnal Pendidikan Teknologi dan Kejuruan, 26(2), 157165. https://doi.org/10.21831/jptk.v26i2.35437
Lestari, I., & Wahyuni, D. (2020). Pengaruh Media Pembelajaran Interaktif terhadap Motivasi dan Hasil Belajar Pemrograman Dasar. Jurnal Pendidikan Vokasi, 10(1), 8089. https://doi.org/10.21831/jpv.v10i1.29014
Ismail, M. A. A., Ngah, N. A., & Umar, I. N. (2010). Instructional strategy in the teaching of computer programming: A need assessment analyses. TOJET: The Turkish Online Journal of Educational Technology, 9(2), 125131.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? A Literature Review of Empirical Studies on Gamification. In 47th Hawaii International Conference on System Sciences (pp. 30253034). IEEE. https://doi.org/10.1109/HICSS.2014.377
Hamzah, R., Rahman, M. A. A., & Buntat, Y. (2018). The Effectiveness of Gamification Technique for Computer Programming Course. Journal of Technical Education and Training, 10(1), 113120. https://doi.org/10.30880/jtet.2018.10.01.014
Setiawan, D., & Pramudibyanto, H. (2019). Game Edukasi sebagai Media Pembelajaran Pemrograman. Jurnal Teknologi dan Sistem Komputer, 7(3), 147154. https://doi.org/10.14710/jtsiskom.7.3.2019.147-154.
Sugiyono. 2015. Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Bandung : ALFABETA.
Refbacks
- There are currently no refbacks.

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.








