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GAMIFIED PROJECT TO EVALUATE GROUP WORK FREE RIDERS AND TEAM PERFORMANCE OF ELEVENTHGRADE SENIOR HIGH SCHOOL STUDENTS

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dc.contributor.author KHAIRUNNISA, SUTARMAN
dc.date.accessioned 2024-06-20T09:46:22Z
dc.date.available 2024-06-20T09:46:22Z
dc.date.issued 2024-05-06
dc.identifier.uri http://repository.umsu.ac.id/handle/123456789/23888
dc.description.abstract This research aims to find out the problems of group members who do not contribute (free riders) and to find out the differences after evaluating group members who do not contribute (free riders). Researcher used a mixed methods research design to collect research data. The research method includes an experimental group, namely a quasi-experimental design. In this design there is a pre-test and post-test for the experimental and control groups. The population of this study were all class XI students at Sinar Husni High School. Class XI IPA 1 had 44 students as the control class, while Class XI IPS 1 was used as the experimental class with 29 students as the sample. The results of this research show that: 1) the use of gamification-based projects has a significant impact on the evaluation of student teamwork at Sinar Husni High School. This project helps address the issue of student contributions in group assignments by providing a clear platform for measuring individual contributions, increasing student engagement, and facilitating better assessment of student contributions and performance. 2) the existence of free riders is caused by several factors such as lack of awareness, differences in individual motivation, lack of individual responsibility, difficulty in working together, and lack of supervision or evaluation. 3) pre-test and post-test scores have a big influence in assessing changes in students' understanding and performance before and after implementing the gamification project. There was a significant increase in student scores after implementing the gamification project, indicating its effectiveness in improving student learning outcomes. 4) the use of gamification in modern education provides significant benefits in increasing student engagement, resolving the problem of low contribution in group assignments, and increasing the overall effectiveness of learning at Sinar Husni High School. en_US
dc.subject Gamified Project en_US
dc.subject Evaluation, en_US
dc.subject Free Rider Group Work and TeamPerformance en_US
dc.title GAMIFIED PROJECT TO EVALUATE GROUP WORK FREE RIDERS AND TEAM PERFORMANCE OF ELEVENTHGRADE SENIOR HIGH SCHOOL STUDENTS en_US
dc.type Thesis en_US


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