Gamification of Ubiquitous-Based Learning Media as an Initiative of Open-World Metaverse Conversion for Problem Based Learning (PBL) in Business and Management Courses
Suryo Hadi Wira Prabowo,
Achmad Murdiono (),
Jefry Aulia Martha,
Ika Zutiasari and
Safwan Marwin Abdul Murad
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Suryo Hadi Wira Prabowo: Universitas Negeri Malang, Department of Management
Achmad Murdiono: Universitas Negeri Malang, Department of Management
Jefry Aulia Martha: Universitas Negeri Malang, Department of Management
Ika Zutiasari: Universitas Negeri Malang, Department of Management
Safwan Marwin Abdul Murad: Universiti Utara Malaysia, School of Business Management
A chapter in Proceedings of the BISTIC Business Innovation Sustainability and Technology International Conference (BISTIC 2022), 2023, pp 86-97 from Springer
Abstract:
Abstract Digitalization of education is capable of providing a variety of creative and innovative learning media to facilitate the delivery of content by teachers. In reality, however, the comprehension of the provided material by students is heavily influenced by the learning activities conducted by the teacher. If learning activities are conducted with peers or using a practice-doing model, students' ability to retain information can reach 90 percent. Learning media can support learning success because it has advantages. The advantages of learning media include providing a deeper understanding of the learning material being discussed. This study aims to gamify learning media based on ubiquitous learning as an initiative the open-world metaverse conversion of project-based learning (PBL) in business and management courses to support the teaching and learning process. The research phase begins with information gathering and preliminary studies. Then proceed with planning the program framework for the application of learning materials. After that, the preparation of learning materials was carried out. And finally, validation trials were carried out by experts to validate the materials and media. It is hoped that the ubiquitous learning-based learning media gamification software as an initiative to convert open-world metaverse project-based learning (PBL) in business and management courses to support the teaching and learning process. In addition, it is hoped that through this research, the current state of media use in learning and the efficacy of using business application media in business and management courses will be understood.
Keywords: Gamification; Learning Media; Ubiquitous Learning; Project Based Learning; Business and Management Course (search for similar items in EconPapers)
Date: 2023
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Persistent link: https://EconPapers.repec.org/RePEc:spr:advbcp:978-94-6463-178-4_10
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DOI: 10.2991/978-94-6463-178-4_10
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