Exploring the Influence of Gamified Digital Learning on Stude ...

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  • Title: Exploring the Influence of Gamified Digital Learning on Student Engagement and Learning: A Case Study on Using Interactive Comics to Study Pancasila
  • Author(s): Felecia Felecia, Siana Halim
  • Publisher: Common Ground Research Networks
  • Collection: Common Ground Research Networks
  • Series: The Learner
  • Journal Title: The International Journal of Technologies in Learning
  • Keywords: Digital Immersion, Pancasila, Reading Habits, Machine Learning
  • Volume: 31
  • Issue: 2
  • Date: June 28, 2024
  • ISSN: 2327-0144 (Print)
  • ISSN: 2327-2686 (Online)
  • DOI: https://doi.org/10.18848/2327-0144/CGP/v31i02/143-162
  • Citation: Felecia, Felecia, and Siana Halim. 2024. "Exploring the Influence of Gamified Digital Learning on Student Engagement and Learning: A Case Study on Using Interactive Comics to Study Pancasila." The International Journal of Technologies in Learning 31 (2): 143-162. doi:10.18848/2327-0144/CGP/v31i02/143-162.
  • Extent: 20 pages

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Abstract

This study investigates the engagement of students studying Pancasila (i.e., Indonesian philosophy) through interactive comics, with consideration of their backgrounds and reading habits. The data were collected through a survey delivered via Google Forms. The subjects were first-year students at Petra Christian University (PCU) studying Pancasila through interactive comics. The data were explored using descriptive statistics, hypothesis testing, and machine learning. We found that 72.55 percent of the respondents understood the material delivered through the interactive comics in detail. In addition, they described the method as fun. The hypothesis testing showed that the students were able to study Pancasila through interactive comics successfully regardless of their background (e.g., gender, GPA, living situation, major), reading preferences, and average reading duration. However, students’ majors influenced the opinion that interactive comics led to a more interesting, up-to-date, and fun learning experience. Students who generally like e-books preferred learning Pancasila through interactive comics over conventional methods, and students who like reading novels concluded that learning Pancasila through interactive comics helped them study. Ultimately, 62.75 percent of the participants recommended exploring Pancasila through interactive comics. Based on the data, we can recommend using this approach.