Gamification needs analysis in learning at the University

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Andi Kristanto
Sendi Ramdhani
Rudi Susilana
Nurhikmah Hasyim
Laksmi Dewi
Triana Rejekiningsih

Abstract

This study aims to look at the needs in the field related to the development of gamification in learning in universities. These innovations must be implemented immediately to infuse learning activities with new life. This qualitative descriptive study was conducted using a survey method between January and March 2021. A questionnaire was utilized for data collection. The questionnaire sheets were used to collect data about university courses. The descriptive and qualitative analyses of the research data were conducted. The study enrolled 100 students from Universitas Terbuka, Universitas Pendidikan Indonesia, Universitas Sebelas Maret, Universitas Negeri Surabaya, and Universitas Negeri Makassar. Based on the findings of the investigation carried out, it can be seen that gamification is very much needed in learning at the university level. Gamification in higher education is critically needed and must be implemented in practice. The next step needed is to develop gamification-based learning for universities.


Keywords: Digital technology; gamification; learning; need analysis; university

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How to Cite
Kristanto, A., Ramdhani, S., Susilana, R., Hasyim, N., Dewi, L., & Rejekiningsih, T. (2023). Gamification needs analysis in learning at the University. World Journal on Educational Technology: Current Issues, 15(3), 247–260. https://doi.org/10.18844/wjet.v15i3.7000
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