Search engine for discovering works of Art, research articles, and books related to Art and Culture
ShareThis
Javascript must be enabled to continue!

Effectiveness of Gamification of Ubiquitous-based Learning Media as an Initiative of Open-World Learning Metaverse Conversion in Business and Management Course

View through CrossRef
The low-education index also causes the low level of Indonesia’s competitiveness in the ASEAN Region in Indonesia. A strategy to improve the quality of education in Indonesia is needed. One of these strategies is technology-based learning media innovation. This is known because of the inability of existing learning media to meet the learning needs of students in conditions of swift technological development. So, it is necessary to increase the effectiveness of learning with the technology-based, problem-based learning (PBL) method. One of the efforts that can be made is the gamification of ubiquitous-based learning media. This can also be an open-world learning metaverse conversion initiative in the world of education. The approach used in this study is a quantitative approach, which is significant in the effectiveness of the use of gamification of ubiquitous-based learning media applications on students’ interest in learning and mastery of the material. This study involved 100 application users, in this case, university students, who took business and management courses at various universities in East Java. The results of this study indicate that students have an interest in learning by participating in business and management courses and are able to improve material mastery when using gamification applications from ubiquitous-based learning media. From the results of this study, it is hoped that the application of gamification of ubiquitous-based learning media can be an alternative media learning for business and management courses and can be an open-world learning metaverse conversion initiative in the world of education. Keywords: business and management course, gamification, learning media, projectbased learning, ubiquitous learning
Title: Effectiveness of Gamification of Ubiquitous-based Learning Media as an Initiative of Open-World Learning Metaverse Conversion in Business and Management Course
Description:
The low-education index also causes the low level of Indonesia’s competitiveness in the ASEAN Region in Indonesia.
A strategy to improve the quality of education in Indonesia is needed.
One of these strategies is technology-based learning media innovation.
This is known because of the inability of existing learning media to meet the learning needs of students in conditions of swift technological development.
So, it is necessary to increase the effectiveness of learning with the technology-based, problem-based learning (PBL) method.
One of the efforts that can be made is the gamification of ubiquitous-based learning media.
This can also be an open-world learning metaverse conversion initiative in the world of education.
The approach used in this study is a quantitative approach, which is significant in the effectiveness of the use of gamification of ubiquitous-based learning media applications on students’ interest in learning and mastery of the material.
This study involved 100 application users, in this case, university students, who took business and management courses at various universities in East Java.
The results of this study indicate that students have an interest in learning by participating in business and management courses and are able to improve material mastery when using gamification applications from ubiquitous-based learning media.
From the results of this study, it is hoped that the application of gamification of ubiquitous-based learning media can be an alternative media learning for business and management courses and can be an open-world learning metaverse conversion initiative in the world of education.
Keywords: business and management course, gamification, learning media, projectbased learning, ubiquitous learning.

Related Results

Metaverse retailing: opportunities and challenges
Metaverse retailing: opportunities and challenges
Purpose- The retail industry is changing towards metaverse retailing. The metaverse concept, which emerged about 20 years ago, began to attract the attention of retailers with the ...
Metaverse business transformation: four companies’ virtual experiences
Metaverse business transformation: four companies’ virtual experiences
Purpose The huge curiosity and the imitation effect that the metaverse generates among companies lead towards the first experiments touching all the main proces...
METAVERSE VE METAVERSE’TE SÖZLEŞMELERİN KURULMASI
METAVERSE VE METAVERSE’TE SÖZLEŞMELERİN KURULMASI
İnsanların sadece bakmak yerine içinde bulunduğu internet alemi olarak tarif edilen metaverse, web 3.0’ın sunduğu yeni ve son nesil internet sürümü olarak karşımıza çıkmakta ve gen...
Die Rolle der Medienpädagogik im nächsten Internet
Die Rolle der Medienpädagogik im nächsten Internet
Ball, Matthew (2022). Das Metaverse. Und wie es alles revolutionieren wird. München: Vahlen. 328 S., 24,90 €. Mit der Entwicklung neuer Technologien sind stets Projektionen über di...
Governing the Metaverse
Governing the Metaverse
<p><span>The digital age has redefined human interaction, the economy, and societal structures. Powered by a panoply of advanced technologies, including virtual reality...
Legal Challenges for Metaverse
Legal Challenges for Metaverse
ICT convergence technology related to the Fourth Industrial Revolution and the social disaster of coronavirus are accelerating the metaverse society in the intelligent information ...
Praktik Metaverse dalam Pendidikan Agama Kristen
Praktik Metaverse dalam Pendidikan Agama Kristen
Abstract: Metaverse is a technology that is develop from the internet. Within the metaverse you can communicate, shop, work, go to school, worship, travel, watch concerts, play gam...
Metaethical theory of folklore with Dede Korkut culture metaverse designs
Metaethical theory of folklore with Dede Korkut culture metaverse designs
<p>We can define the period we are living in as the last step of Society 5.0 (Super Intelligent Society) dominated by unmanned technologies and the first step of Society 6.0 ...

Back to Top