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PENERAPAN METODE DESIGN THINKING DAN KONSEP GAMIFICATION PADA PENGEMBANGAN PROTOTYPE KNOWLEDGE MANAGEMENT SYSTEM (KMS) DI SMA PRAMULA PALEMBANG
The Covid-19 pandemic that has occurred in Indonesia since 2020 has caused various kinds of activities disrupted, include the education sector. As a result, all kinds of activities were redirected online. This has an impact on the ineffectiveness of teacher in carrying out the teaching activities and causes a loss of student motivation in learning. So, to solved that problem this research was carried out by developing a prototype Knowledge Management System (KMS) which will be applied with the design thinking method and the concept of gamification. The Knowledge Management System (KMS) will be a solution to create a new learning system that support students skill and increasing their knowledge. The prototype has been tested using the System Usability Scale (SUS) method with a score of 85,43 and got an adjective rating with an A or excellent score.
Inventory Code | Barcode | Call Number | Location | Status |
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2207004505 | T81905 | T819052022 | Central Library (Referens) | Available but not for loan - Not for Loan |
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