IMPLEMENTASI E-LEARNING UNTUK MENINGKATKAN PARTISIPASI SISWA DALAM PEMBELAJARAN SEHINGGA LEBIH INTERAKTIF DAN MENYENANGKAN
DOI:
https://doi.org/10.33197/jitter.vol7.iss1.2020.489Keywords:
E-Learning, CCAF, Learning GamesAbstract
According to the 1945 Constitution, Elementary School is an effort to educate and enlighten the life of a nation that is devout, loves, and proud of the nation and state, is skilled, creative, ethical, and polite, and can solve problems in its environment. One way to achieve this goal is by applying online student learning methods, also known as e-Learning. The use of E-Learning is carried out by utilizing information and communication technology. The learning system is implemented through a computer or laptop connected to an internet connection. However, in its implementation, the learning process using e-Learning is still not interactive and some students feel bored. Therefore, researchers aim to implement e-Learning as a learning medium that can increase student participation in learning so that it is more interactive and fun. The method used is the waterfall model that has been developed by Sommerville. However, the authors developed the waterfall model following the research needs, namely the preparation stage (problem formulation and research objectives, literature study, data collection), analysis and design (system analysis, needs analysis, design), implementation, and testing (implementation, testing). black box and testing user aspects) as well as the reporting stage. The results of this research are an online learning system that implements e-learning using the concept of CCAF (Context, Challenge, Activity, and Feedback) and Learning Games.
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