The Role of Gamification Methods in Increasing Creativity and Innovation of Elementary School Students in the Digital Era
Keywords:
Gamification, Creativity, Innovation, Elementary School Learning, Digital Era, Qualitative MethodsAbstract
This study aims to explore and analyze the role of gamification methods in enhancing creativity and innovation of elementary school students in the digital era. The main focus is to understand how gamification can be applied to encourage students to think creatively and innovatively in the context of learning. This study uses a qualitative method with a case study approach. Data were collected through in-depth interviews with teachers and students, direct observation during the learning process that applies the gamification method, and document analysis related to gamification activities carried out in class. The data analysis technique used is thematic analysis to identify patterns and themes that are relevant to students' creativity and innovation. The findings of the study indicate that the application of gamification methods in the classroom can significantly improve students' creativity and innovation. Gamification activities such as quiz-based games, creative challenges, and interactive simulations allow students to explore new ideas and think outside the box. Students show increased motivation and enthusiasm in learning, as well as better problem-solving and critical thinking skills. Gamification has been shown to be an effective method in enhancing creativity and innovation of elementary school students in the digital era. By integrating game elements into the learning process, teachers can create a more engaging and interactive environment, which supports the development of creative and innovative thinking skills in students. Therefore, it is recommended that gamification methods be widely implemented in the elementary school curriculum to maximize students' potential.References
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