Title: Integrating gamification in a blended learning entrepreneurship course: discussing student learning and achievement motivation
Authors: Nisaul Barokati Seliro Wangi; Punaji Setyosari; Dedi Kuswandi; Wasis Djoko Dwiyogo
Addresses: Universitas Negeri Malang, St. Semarang No. 5, Sumbersari, Lowokwaru, Malang City, East Java 65145, Indonesia ' Universitas Negeri Malang, St. Semarang No. 5, Sumbersari, Lowokwaru, Malang City, East Java 65145, Indonesia ' Universitas Negeri Malang, St. Semarang No. 5, Sumbersari, Lowokwaru, Malang City, East Java 65145, Indonesia ' Universitas Negeri Malang, St. Semarang No. 5, Sumbersari, Lowokwaru, Malang City, East Java 65145, Indonesia
Abstract: This study examines the acquisition of student learning outcomes using gamification. There are three main features of this experimental research. First, there is an independent variable that is manipulated. Second, control over all other variables. Third, there is observation and measurement of the dependent variable due to manipulation of the independent variable: 1) there is a significant difference in understanding of entrepreneurship subject matter between groups of students who use learning strategies; 2) there is a significant difference in understanding entrepreneurship subject matter between groups of motivated students; 3) there is an interaction effect between gamification learning strategies and project-based learning strategies with high and low achievement motivation on understanding entrepreneurship subject matter. This study is one of the few studies that develops a gamification strategy, especially in the entrepreneurship course for fifth semester students of the Indonesian Language and Literature Education Study Program, FKIP Unisda, Lamongan.
Keywords: integrating gamification; blended learning; entrepreneurship; learning motivation.
International Journal of Innovation and Learning, 2021 Vol.30 No.1, pp.91 - 113
Received: 16 Nov 2019
Accepted: 06 Apr 2020
Published online: 28 Jul 2021 *