Participatory Design in Developing Gamification on Introducing Renewable Energy to Teenage Students

Authors

  • Rifa'atul Mahmudah Burhan Politeknik Elektronika Negeri Surabaya (PENS)
  • Hestiasari Rante Politeknik Elektronika Negeri Surabaya (PENS)
  • Nu Rhahida Arini Politeknik Elektronika Negeri Surabaya (PENS)
  • Abir Hasnaoui University of Sciences and Technology of Oran-MB.Oran, Algeria

DOI:

https://doi.org/10.33022/ijcs.v10i2.441

Keywords:

Alternative Media, Educational Media, Interactive Media, User Research, Questionnaire

Abstract


The Covid-19 pandemic has had an impact on all sectors, including the world of education. Learning that has been carried out using traditional methods such as books has turned to virtual media such as zoom, google meet, and social media.
This makes students less interested and feels bored. increase motivation and interest in learning to make gamification related to renewable energy as an effort to socialize energy savings. This study uses a participatory design method that involves teachers and students in data collection. This method is proven to help provide outstanding results in building alternative applications as gamification learning media that can attract interest and motivation to learn for students, especially junior high school students.

 

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Published

2021-10-26

How to Cite

Burhan, R. M., Rante, H., Arini, N. R. ., & Hasnaoui, A. . (2021). Participatory Design in Developing Gamification on Introducing Renewable Energy to Teenage Students . Indonesian Journal of Computer Science, 10(2), 226-237. https://doi.org/10.33022/ijcs.v10i2.441

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English Articles