SMART TV AS AN INNOVATIVE LEARNING MEDIA BASED ON MULTIPERSPECTIVE GAMIFICATION SYSTEM: AN IMPLEMENTATION OF QUALITY EDUCATION

Authors

  • Amalia Fauziah Azhari UIN K.H. Abdurrahman Wahid Pekalongan
  • Akhmad Dalil Rohman
  • Ririn Novita Sari

Keywords:

Smart TV, Multiperspective Gamification System, Quality Education

Abstract

Education in Indonesia faces various challenges, particularly concerning the quality of learning. The main obstacle is the lack of interactivity in conventional teaching methods, further exacerbated by the impact of the COVID-19 pandemic on educational disparities. To address these challenges, the use of smart TVs as a learning medium and the concept of gamification has emerged as a prominent innovation. This research aims to fill the literature gap by designing and implementing a smart TV-based learning media innovation with a multiperspective gamification system at the Islamic Elementary School (Madrasah Ibtidaiyah Islamiyah or MII) in Pringlangu, Pekalongan City. The research methodology employed is a field study with a descriptive qualitative approach. Data were collected through observations, interviews, and documentation at MII Pringlangu, Pekalongan City. The results of the research indicate that the implementation of the smart TV-based learning media with a multiperspective gamification system at MII Pringlangu has a positive impact on the quality of education. This innovation not only enhances student engagement but also opens up potential for the development of learning models in other educational institutions, contributing to an overall improvement in the quality of education in Indonesia.

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Published

2024-06-07