Sukardjo Sukardjo’s scientific contributions

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Publications (2)


Gamification for Studying Mathematics by E-Learning
  • Article

August 2024

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173 Reads

Pratiwi Pratiwi

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Robinson Situmorang

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Sukardjo Sukardjo

The difficulties of studying mathematics in this digital age call for solutions that might boost student engagement and motivation. To make learning more dynamic and interesting, it is suggested that a gamification methodology that combines game simulation with gamification is applied. In order to enhance mathematics instruction using an online learning platform. A thorough grasp of the difficulties associated with studying mathematics. To complement the learning objectives for mathematics, the gamification design includes selecting question types, constructing game situations, and producing visual components. This research creates a gamification paradigm using the Quizizz gaming application. The research focuses on the case of IKPIA Perbanas Jakarta for mathematics courses, which has the primary objective of optimizing mathematical learning through the concept of gamification. The researcher used the Dick and Carey development model, which has 10 phases from requirement identification to assessment, to create this learning model. The implementation of the Quizizz application and the gamification approach in an online learning environment occurs at the development stage. Technical configuration, application testing, and modifications based on preliminary feedback are all part of the implementation process. The success of the gamification technique in raising students' motivation and comprehension of the mathematics content was then assessed. Researchers used this helpful gamification to determine suitable designs for delivering learning content. Gamification for mathematics education is also very practical. In education, gamification by Quizizz as an application for gamification only supports but cannot replace the position of teachers and books. Mathematical learning devices with gamification are effective because they have met the classification very well at 79.17% and 20.83%, respectively, at an accuracy rate of 95.83%. Research has limited problems related to being carried out only in the IKPIA Perbanas Jakarta environment, which has students in semester one who have the characteristics of technology generation with the application of gamification that is integrated into the e-learning of Perbanas. The value of this research is the use of gamification for students studying in higher education and integrated into the Learning Management System (LMS).


Grid of needs analysis instruments (needs assessment)
Instrumental Grid for small group trials and field trials
Development of Inquiry Learning Model Based on Information Literature Skills for Total Quality Management Courses
  • Article
  • Full-text available

September 2022

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40 Reads

International Journal of Social Science Research and Review

This research aims to develop an inquiry learning model based on information literacy skills for the total quality management course. This research uses research and development (R&D)—data collection techniques using questionnaires, interview guidelines, observation. as well as tests and non-test. The data analysis techniques used are (a) data reduction, (b) presenting the data, and (c) drawing conclusions and verifying the subjects of this research are students at the Management and Accounting Study Program, Trianandra College of Economics (STIE) Jakarta. The results of this study indicate that the information literacy-based inquiry learning model developed through research and development has proven to be effective in improving learning outcomes and information literacy skills of students majoring in management at STIE Trianandra Jakarta. This is evidenced by the results of small group trials which show the average student pretest results are smaller than the average post-test results (36.33, < 41.69), with the difference in the value of the two is 5.36. b. The information literacy-based inquiry learning model developed through research and development is feasible to be implemented as a learning model in the TQM course at the STIE Anandra Jakarta management study program. First, the characteristics of the appropriate students are all digital natives, and are already familiar with digital devices, Second, based on the results of small trials and large group trials, both students and lecturers assessed that the learning group materials developed through research and development had good interest in the aspects of attracting attention, relevance, self-confidence, and satisfaction.

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