95th Doctoral Promotion
Promovenda Ni Putu Eka Merliana, ST., MT succeeded in her doctoral dissertation exam and became the 95th PhD of the Study Program of Doctoral Engineering Science (PSDIT), Faculty of Engineering, Udayana University. The dissertation titled Project-Based E-Learning Based on Gamification in Character Education received a cumlaude predicate.
Dr. Ni Putu Eka Merliana, ST., MT explains that the application of gamification in the context of education provides urgency to the need for the development of more effective designs, especially in supporting the achievement of character education as a learning goal. Although gamification has been widely used to increase student motivation and engagement, many designs have not reached the character aspect in depth. One of them is the selection of gamification elements that are appropriate to the context, and there is a lack of understanding of the working mechanism of each element in forming student engagement that supports character values.
This study aims to develop a Gamification Framework for Project-Based E-learning in Character Education (GaPolCE) as a solution to increase engagement and strengthen character education at the high school level. The research approach is a mixed method, which involves identifying needs in designing and validating the framework. Starting with identifying priority strategies for implementing project-based learning for character education using the SWOT-AHP approach. Then, the development and validation of the gamification framework will be done using the Delphi method with ten experts from the academic field and game developers. The results of the Delphi study produced 13 main elements of gamification, grouped into three categories based on the MDA framework: mechanic, dynamic, and aesthetic.
The effectiveness test was conducted using a quasi-experiment method with a pre post-test design and analysis of student activity logs using e-learning. In addition, the influence between variables was also analyzed using the MANOVA statistical method to obtain a more comprehensive picture of the relationship. The results showed that the implementation of GaPolCE resulted in a significant increase in student engagement, with an increase of approximately 67% in behavioral aspects, 8% in emotional aspects, and 25% in cognitive aspects. Furthermore, character education achievement also experienced an increase in N-Gain scores, with moral knowing approaching 70% (high category), moral feeling approaching 49%, and moral action approaching 51%. This increase indicates a positive impact, although there is still room for further development in implementing and evaluating the framework designed.
Overall, this study provides a theoretical contribution in the form of a structured gamification framework for project learning in the context of character education, as well as a practical contribution in the form of a guide to relevant gamification elements applied in educational environments. This study recommends developing an artificial intelligence-based automatic evaluation system and further studies using a longitudinal approach to sustain character building through gamification.
The promoter, co-promoters I and II, are Prof. Dr. Ir. I Made Oka Widyantara, S.T., M.T., IPU, ASEAN Eng, Prof. Ir. Ni Made Ary Esta Dewi Wirastuti, S.T., M.Sc., Ph.D., I.P.M, and Komang Oka Saputra, ST., MT., PhD, respectively.
FACULTY OF ENGINEERING