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Comic Strip Media Assisted By Digital Gamification: Increasing Student Behavior Targets And User Engagement In The Learning Process
Sigit Dwi Laksana, Ayok Ariyanto, Moh. Tajab, Aldo Redho Syam, Lilis sumaryanti

Universitas Muhammadiyah Ponorogo


Abstract

Who doesn^t know comics? Comics are familiar reading material in people^s lives. Comic reading books have always been an attraction for various groups, both young and old. Many comic titles are offered in Indonesia. Comics in Indonesia experienced their heyday from 1968 to the 1970s and experienced a decline in the 1980s. Since the beginning of their existence, comics made in Japan and America have mostly offered stories with great characters.
There are many phenomena that often occur when we find children who often imitate scenes in comics, such as fights and fights. The use of comic media can stimulate students^ critical and creative abilities to solve complex problems in their lives. However, if it is used incorrectly it will have a bad impact.
This is not completely wrong. The advantage in the world of comics is that it is close to the world of children. Many people think that comics are reading for children. Parents are certainly worried because reading comics is considered to interfere with their children^s motivation to learn so they no longer want to read textbooks. Apart from that, being too engrossed in reading comics can cause a child^s priority in reading to decrease which should require children to read more readers, so what happens in several schools in Indonesia is that comic books are often confiscated. This is different from large countries such as Japan and the United States which view comic books as something positive and motivating. Quality comic books have been widely used and used as school textbooks in these countries. Educational comics are one answer to problems that occur. Good use will result in success in the learning process.
Educational comics provide quality reading sources. This is in accordance with the child^s level of cognitive development/knowledge and can foster talent and interest in reading in children, especially children in the class. The presence of technology adds more value to comic media, this media can be collaborated with several approaches, one of which is the gamification approach, we all know that gamification is an approach that includes game elements in a non-game environment. By including game elements in the comic strip, it will certainly increase user engagement and improve student behavior.

Keywords: Comic Strip Media, Digital Gamification, Student Behavior Targets, User Engagement, Learning Process

Topic: Education

Plain Format | Corresponding Author (Sigit Dwi Laksana)

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