Artigo Acesso aberto Revisado por pares

“Defense of the Ancients”, Gamification in Learning: Improvement of Student’s Social Skills

2020; kassel university press; Volume: 15; Issue: 07 Linguagem: Inglês

10.3991/ijet.v15i07.13221

ISSN

1868-8799

Autores

Nurul Ratnawati, Sukamto Sukamto, I Nyoman Ruja, Neni Wahyuningtyas,

Tópico(s)

Edcuational Technology Systems

Resumo

This article introduces a learning innovation called the Dota learning model. Dota (Defense of the Ancients) actually is a game or fortress defense game that is in great interest among various groups. This game inspires the researcher to adapt and adopt into a learning model. The Dota learning model provides an opportunity for students to train critical thinking, train cooperation, improve competitive spirit between teams, and be able to play the emotions of students. The research method used in this study is a research and development with an ADDIE (Analyze-Design-Development-Implementation-Evaluation) model. The feasibility of the Dota learning model is validated by learning design expert, educator, and students. The learning design validation score is 85%, the educator validation score is 95%, and the student’s validation score is 80%. Based on the result, it can be concluded that the Dota learning model that developed has been valid and feasible to use

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