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Universitas Bina Nusantara

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1 document by Universitas Bina Nusantara in the Game Industry Library, the newest “Introducing Gamification Methods to High School Student at Bina Nusantara University Alam Sutera” (2021).

Documents

Cover of Introducing Gamification Methods to High School Student at Bina Nusantara University Alam Sutera
Whitepaper7 pages

Introducing Gamification Methods to High School Student at Bina Nusantara University Alam Sutera

Gamification serves as a highly effective pedagogical framework for enhancing the creative problem-solving capabilities of high school students.

  • A study of 65 high school students at Bina Nusantara University confirms that gamified learning significantly improves creative problem-solving capabilities, including fluency, flexibility, and originality.
  • Statistical analysis using Two-Way ANCOVA demonstrates that students in gamified environments consistently outperform control groups, indicating that gamification accounts for a substantial portion of the variance in academic success.
  • Gamification serves as a scalable pedagogical framework to modernize curricula and address the limitations of traditional teaching methods in fostering critical thinking.
Universitas Bina NusantaraOct 2021

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