GAMIFIKASI BERBASIS CLASSCRAFT SEBAGAI INOVASI PEMBELAJARAN ONLINE PADA MASA PANDEMI COVID-19

Maskhur Dwi Saputra(1*)

(1) Universitas Indraprasta PGRI
(*) Corresponding Author

Abstract


Artikel ini memiliki tujuan untuk memaparkan konsep Gamifikasi berbasis Classcraft sebagai salah satu inovasi pembelajaran online. Metode yang digunakan untuk melakukan pemaparan artikel ini yaitu dengan menganalisis sumber referensi yang berhubungan dengan Gamifikasi berbasis Classcraft dari jurnal nasional dan internasional. Gamifikasi merupakan konsep pembelajaran yang muncul tahun 2010, dimana konsep ini memadukan permainan (game) dengan materi yang akan dikuasai peserta didik. Salah satu jenis Gamifikasi yaitu Classcraft. Jenis gamifikasi ini dikembangkan oleh Shawn You pada tahun 2011. Pengguna dapat mengakses Classcraft pada website resmi atau men-download pada playstore. Konsep Classcraft mengusung tema permainan (Role Playing), dimana terdapat hero seperti warrior, healer, dan mages. Hero tersebut yang akan di pilih dan dimainkan oleh peserta didik dengan cara mempelajari materi yang menjadi topik pembelajaran. Selain itu ada Tools seperti XP (Experience Point) dan HP (Health Point) untuk memberikan atau mengurangi poin dari peserta didik apabila melakukan perilaku positif atau negatif ketika proses pembelajaran


Keywords


Gamifikasi; Classcraft; Pembelajaran Online; Permainan

Full Text:

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References


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DOI: http://dx.doi.org/10.30998/rdje.v8i2.11558

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