Pemanfaatan Gamifikasi pada Massive Open Online Course (MOOC)

Wirawan Arief Nugroho, Paulus Insap Santosa, Silmi Fauziati

Abstract


Sejak dimulainya era Revolusi Industri 4.0 Gamifikasi dan Massive Open Online Course (MOOC) merupakan fenomena baru dalam pembelajaran terbuka dan dikenal sebagai strategi yang baik untuk meningkatkan kualitas pendidikan. Namun demikian, MOOC memiliki dua kelemahan utama: pertama, kurangnya pemahaman untuk mengetahui sasaran pribadi; dan kedua, tingkat penyelesaian yang rendah dibandingkan dengan jumlah pendaftaran ke MOOCs. Untuk dapat mengatasi dua kelemahan tersebut peneliti akan mengusulkan pemanfaatan Gamifikasi. Dalam tulisan ini akan diuraikan berbagai penelitian yang berkaitan dengan Gamifikasi dan MOOC. Metodologi penelitian ini menggunakan pendekatan kualitatif dengan menekankan pada analisis data. Hasilnya diketahui bahwa MOOC tidak memerlukan tingkat penyelesaian penuh seperti kursus tradisional yang biasanya dianggap sebagai keberhasilan.

Kata Kunci: Gamifikasi, MOOC dan Tingkat Penyelesaian


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References


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