Pengaruh Gamifikasi Pada Trivia Quiz Sebagai Media Peningkatan Aspek Kognitif Mahasiswa Keperawatan Untuk Persiapan Ujian Kompetensi Nasional
Lazuardi Fatahilah Hamdi, Dr. Bimo Sunarfri Hantono, S.T., M.Eng.;Adhistya Erna Permanasari, S.T., M.T., Ph.D.
2023 | Tesis | S2 Teknologi Informasi
The introduction of games has attracted the attention of practitioners and researchers as a way to achieve various emotional, cognitive, social, and behavioral benefits for humans in order to enhance productivity. Gamification has been introduced in the education system as a new approach because it is considered effective in influencing motivation and user engagement by incorporating game design elements into learning. Competency testing is a stage to measure the level of cognitive competence of a nurse. Nurses are considered competent after taking the exam and passing the competency test. Preliminary studies show that 70% of students choose to practice questions using games and tryouts, 20% read e-books, 5% read physical books, and 5% read journal articles. This study aims to design and develop an effective gamified learning media and analyze its effectiveness in influencing the cognitive aspects of nursing students in preparing for competency tests.
The "Medic Trivia" game application was developed by integrating two complementary methods, namely the Marczewski Framework for the development stage and the Attention, Relevance, Confidence, and Satisfaction (ARCS) Model for the evaluation stage. The analysis method used non-parametric tests, namely the Mann-Whitney U test and the Wilcoxon signed-rank test, to compare pre-test and post-test results between the control and treatment groups. The evaluation was done by analyzing the ARCS Model questionnaire using Likert scale calculations.
This study shows a significant improvement in the difference in average scores between the pre-test and post-test in the treatment group (+10.59), much higher than the control group (2.14). The post-test scores in the treatment group are significantly higher (74.27) compared to the control group (65.04). The test results indicate that the use of the "Medic Trivia" game application has a significant influence in improving the cognitive scores of nursing students in preparing for competency tests, in line with previous research findings on the effectiveness of gamification in learning.
Kata Kunci : Gamifikasi, Permainan Trivia, Marczewski Framework, Model ARCS, Aspek Kognitif, Kompetensi Perawat