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

Abstract

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

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