Melola Discovery

← Melola Discovery

Akses terbuka Jurnal SINTA 1

GAMIFICATION CONCEPT WITHOUT DIGITAL PLATFORMS: A STRATEGY FOR PARENTS ON MOTIVATING CHILDREN STUDY AT HOME DURING COVID-19 PANDEMIC

PEDAGOGIK: Jurnal Pendidikan · Vol. 8 No. 1 (2021) · hlm. 156–193

DOI
10.33650/pjp.v8i1.2174
ISSN
2528-5793, 2354-7960
Terbit
2021-06-11
Penerbit
Nurul Jadid University
Bahasa
eng
Lisensi
creativecommons.org/licenses/by-sa/4.0

Abstrak

The temporary closure of schools around the world to limit the spread of the COVID-19 has induced a new challenge for parents. Particularly, for those working remotely, making sure the children follow the learning schedule given by the school and keeping them occupied at home until bedtime is no obvious duty to make efforts to boost their enthusiasm. Therefore, one strategy proposed to motivate children's learning at home is to gamify their learning activities. Numerous studies have been published on the use of various digital platforms in gamification research, however, gamified systems in a non-technology environment or non-digital platform have been inadequately discussed and investigated by scholars. Thus, in this study, we will present a concise discussion on how gamified activities can be utilized in a non-tech environment. This conceptual paper employing a systematic literature review in collecting and analyzing the data. Through a review of the current empirical and conceptual literature, this study presents a new conceptual framework of the gamification concept in a non-technology environment. The study recommends that applying game-based elements or mechanics to motivate and engage children's learning can be carried out anywhere and anytime for any grade level, without waiting for high-tech supports.

Kata kunci

Jaringan kolaborasi para penulis

2 penulis · 1 tautan kepenulisan bersama

Arahkan kursor atau ketuk sebuah nama untuk menyorot rekan penulisnya. Klik dua kali untuk membuka halaman penulis.

  • Sekolah Tinggi Ilmu Ekonomi Lhokseumawe
  • Afiliasi tidak diketahui
  • Organisasi berbeda
  • Organisasi sama
  • Afiliasi tidak diketahui
  • Garis lebih tebal = lebih banyak artikel bersama · lingkaran lebih besar = lebih banyak artikel
Tampilkan sebagai tabel
Rekan penulisOrganisasiArtikel bersama

Afiliasi berasal dari OpenAlex; metadata OAI-PMH jurnal tidak memuatnya. Penulis tanpa ID OpenAlex dicocokkan berdasarkan nama, sehingga dua orang bisa tergabung atau satu orang bisa terpisah.

Sumber metadata: OAI-PMH (metadata jurnal) https://ejournal.unuja.ac.id/index.php/pedagogik/oai, pertama di-harvest 28 Okt 2026, terakhir terlihat 8 Nov 2026.
Metadata asli (oai_dc)
<oai_dc:dc xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/  http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">GAMIFICATION CONCEPT WITHOUT DIGITAL PLATFORMS: A STRATEGY FOR PARENTS ON MOTIVATING CHILDREN STUDY AT HOME DURING COVID-19 PANDEMIC</dc:title>
	<dc:creator>Zainuddin, Zamzami</dc:creator>
	<dc:creator>Keumala, Cut Muftia</dc:creator>
	<dc:subject xml:lang="en-US">Education</dc:subject>
	<dc:subject xml:lang="en-US">COVID-19 Outbreak, Non-Tech Gamification, Non-Tech Learning Environment, Children’s Motivation, Study from Home</dc:subject>
	<dc:description xml:lang="en-US">The temporary closure of schools around the world to limit the spread of the COVID-19 has induced a new challenge for parents. Particularly, for those working remotely, making sure the children follow the learning schedule given by the school and keeping them occupied at home until bedtime is no obvious duty to make efforts to boost their enthusiasm. Therefore, one strategy proposed to motivate children's learning at home is to gamify their learning activities. Numerous studies have been published on the use of various digital platforms in gamification research, however, gamified systems in a non-technology environment or non-digital platform have been inadequately discussed and investigated by scholars. Thus, in this study, we will present a concise discussion on how gamified activities can be utilized in a non-tech environment. This conceptual paper employing a systematic literature review in collecting and analyzing the data. Through a review of the current empirical and conceptual literature, this study presents a new conceptual framework of the gamification concept in a non-technology environment. The study recommends that applying game-based elements or mechanics to motivate and engage children's learning can be carried out anywhere and anytime for any grade level, without waiting for high-tech supports.</dc:description>
	<dc:publisher xml:lang="en-US">Nurul Jadid University</dc:publisher>
	<dc:contributor xml:lang="en-US"></dc:contributor>
	<dc:date>2021-06-11</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://ejournal.unuja.ac.id/index.php/pedagogik/article/view/2174</dc:identifier>
	<dc:identifier>10.33650/pjp.v8i1.2174</dc:identifier>
	<dc:source xml:lang="ar-IQ">JURNAL PEDAGOGIK; Vol 8, No 1 (2021); 156-193</dc:source>
	<dc:source xml:lang="en-US">PEDAGOGIK: Jurnal Pendidikan; Vol 8, No 1 (2021); 156-193</dc:source>
	<dc:source xml:lang="id-ID">PEDAGOGIK : JURNAL PENDIDIKAN; Vol 8, No 1 (2021); 156-193</dc:source>
	<dc:source>2528-5793</dc:source>
	<dc:source>2354-7960</dc:source>
	<dc:source>10.33650/pjp.v8i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://ejournal.unuja.ac.id/index.php/pedagogik/article/view/2174/912</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 Zamzami Zainuddin, Cut Muftia Keumala</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-sa/4.0</dc:rights>
</oai_dc:dc>