Proceedings of the 2024 3rd International Conference on Educational Management and Technology (ICEMT 2024)

Identify Student Commitment In Creating 3D Digital Model of Gamification Learning Activities

Authors
Yerry Soepriyanto1, *, Meita Syahrani Nurfida1, Deka Dyah Utami1
1Universitas Negeri Malang, Malang, Jawa Timur, Indonesia
*Corresponding author. Email: yerry.soepriyanto.fip@um.ac.id
Corresponding Author
Yerry Soepriyanto
Available Online 5 March 2025.
DOI
10.2991/978-2-38476-370-2_20How to use a DOI?
Keywords
Commitment; 3D Digital Model; Learning Media; Gamification
Abstract

This study aims to describe student commitment when developing 3D model digital learning media for gamification activities. This is important to do to get an explanation of the commitment of students who have no experience in creating digital 3D models by implementing gamification activities. These gamification activities are integrated into six weeks. The elements are designed in such a way as to motivate and plan the time for each stage in completing the product independently with the support of learning resources through the LMS. The commitment survey uses a questionnaire whose aspects are adapted from Meyer and Allen. The results shown that more students are committed to completing the product even though most have no experience. Many students choose 3D models of the Solid Model type which are relatively easy to create, while construction models are not an option for students because of the difficulty level. The average score of student commitment in the three models is the same, while the commitment score is higher for students who develop the Solid Model. Overall students tend to have affective and normative commitment. Female students are more committed than male students. The findings are discussed further in the discussion of this article.

Copyright
© 2025 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 2024 3rd International Conference on Educational Management and Technology (ICEMT 2024)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
5 March 2025
ISBN
978-2-38476-370-2
ISSN
2352-5398
DOI
10.2991/978-2-38476-370-2_20How to use a DOI?
Copyright
© 2025 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Yerry Soepriyanto
AU  - Meita Syahrani Nurfida
AU  - Deka Dyah Utami
PY  - 2025
DA  - 2025/03/05
TI  - Identify Student Commitment In Creating 3D Digital Model of Gamification Learning Activities
BT  - Proceedings of the 2024 3rd International Conference on Educational Management and Technology (ICEMT 2024)
PB  - Atlantis Press
SP  - 204
EP  - 214
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-370-2_20
DO  - 10.2991/978-2-38476-370-2_20
ID  - Soepriyanto2025
ER  -