The Development of Competency-based Learning Model Using MIAP Process Blended with Project-based Gamification Environment in Digital Technology Skills Development for Multimedia Production
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Abstract
This research aimed to 1) develop a competency-based learning model using MIAP blended learning with a project-based learning in a gamification environment in the course of developing digital technology skills for multimedia production 2) evaluate the appropriateness of the competency-based learning model using MIAP blended learning with a project-based learning in a gamification environment in the course of developing digital technology skills for multimedia production 3) measure the learning skills of learners who used the competency-based learning model using MIAP blended learning with a project-based learning in a gamification environment in the course of developing digital technology skills for multimedia production 4) compare the learning achievement of learners who used the competency-based learning model using MIAP blended learning with a project-based learning in a gamification environment in the course of developing digital technology skills for multimedia production and 5) evaluate the satisfaction of learners who used the competency-based learning model using MIAP blended learning with a project-based learning in a gamification environment in the course of developing digital technology skills for multimedia production. A sample of 44 people was selected by purposive sampling. The 5-step project-based learning, 5 components of gamification, and 4 steps of MIAP learning were used. The research results showed that the learning achievement of the students after studying was significantly higher than before studying at a statistical level of 0.05. The satisfaction of the students with the integrated learning activity teaching model according to the competency plan according to the MIAP learning steps in the subject of developing digital technology skills for producing multimedia media using the project-based model in a gamification environment was 4.95, which is at a very good level. From the observation of the teacher, the students were more enthusiastic, punctual, worked with others, adapted to society, and enjoyed studying more.
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