The transition from conventional learning into the form of distance learning with an e-learning system due to the COVID-19 pandemic has led to the emergence of a phenomenon called learning loss, namely the difference between current learning outcomes and learning outcomes that should be obtained in normal conditions. The initial survey also shows that there are several obstacles in implementing the e-learning system in this situation, such as low levels of understanding, lack of interaction with teachers or other students, and the habit of continuing to study conventionally. The concept of Gamification 3.0 is considered suitable to overcome this issue because it can increase motivation, engagement, and learning achievement by considering the differences in each individual's learning style. This gamification model was developed using the ADDIE model framework for further use as an experimental object which aims to analyze the effect of gamification on learning effectiveness and its comparison with conventional learning methods. The results showed that the gamification model was able to improve learning achievement, motivation, and student engagement in learning, although it also had a different effect for each type of learning style. Thus, the concept of gamification 3.0 can be implemented further by the recommendations of this study because it has a positive effect on learning effectiveness and provides personalization for each type of learning style in order to experience optimal results.
CITATION STYLE
Pratama, M. F., Puspasari, M. A., Hidayat, T. S., & Iqbal, B. M. (2024). The development of gamification 3.0 concepts for learning materials in e-learning systems using the ADDIE model approach. In AIP Conference Proceedings (Vol. 2710). American Institute of Physics Inc. https://doi.org/10.1063/5.0144128
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