STUDENTS' COMMITMENT TO THE GRAPHICS AND VISUAL MEDIA COURSE BY GAMIFICATION ACTIVITIES

Aqmalia Dinar Fitrianisa, Meita Syahrani Nurfida, Yerry Soepriyanto, Nunung Nindigraha

Abstract


Graphic and visual media is one of the compulsory courses that must be taken by students in the Department of Educational Technology. This course uses gamification strategies in its implementation. This study aims to determine the commitment of students in the Graphic and visual media course to gamification activities. The subjects of this study were students of the Department of Educational Technology, State University of Malang with a population of 122 respondents. The data collection technique in this study was by distributing organizational commitment questionnaires. This study used a descriptive quantitative method. The results of this study are the level of student commitment in gamification activities, student commitment based on gender, student commitment based on offerings, and student commitment based on the type of model chosen in product creation. From the results of the study, it can be concluded that students who have a high commitment to the graphic and visual media course engage in gamification activities more often than students with low commitment. When viewed overall, students tend to have affective commitment and normative commitment.. Another finding of this study is that the commitment of female students is higher than the commitment of male students when viewed from the average figures, but there is no significant difference.

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