Workshop Pengembangan Evaluasi Berbasis Teknologi dengan Real-Time Feedback
Abstract
Keywords
Full Text:
PDFReferences
Carless, D., & Boud, D. (2018). The development of student feedback literacy: Enabling uptake of feedback. Assessment & Evaluation in Higher Education, 43(8), 1315–1325. https://doi.org/10.1080/02602938.2018.1463354
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75–88.
Instefjord, E., & Munthe, E. (2017). Educating digitally competent teachers: A study of integration of professional digital competence in teacher education. Teaching and Teacher Education, 67, 37–45. https://doi.org/10.1016/j.tate.2017.05.016
Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L. (2018). Students’ perception of Kahoot! in the classroom: Engaging students with game-based learning. Computers & Education, 130, 69–82. https://doi.org/10.1016/j.compedu.2018.11.010
Nicol, D. (2019). Reconceptualising feedback as an internal not an external process. Assessment & Evaluation in Higher Education, 45(2), 1–14. https://doi.org/10.1080/02602938.2019.1630765
Panadero, E. (2017). A review of self-regulated learning: Six models and four directions for research. Frontiers in Psychology, 8, 422. https://doi.org/10.3389/fpsyg.2017.00422
Redecker, C., & Punie, Y. (2017). European framework for the digital competence of educators: DigCompEdu. Luxembourg: Publications Office of the European Union.
Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192–206. https://doi.org/10.1016/j.chb.2018.05.028
Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning: A literature review. Computers & Education, 149, 103818. https://doi.org/10.1016/j.compedu.2020.103818
Winstone, N. E., & Carless, D. (2020). Designing effective feedback processes in higher education: A learning-focused approach. Routledge.
Zainuddin, Z., Shujahat, M., Haruna, H., & Chu, S. K. W. (2020). The role of gamified e-quizzes on student learning and engagement. Computers & Education, 145, 103729. https://doi.org/10.1016/j.compedu.2019.103729
DOI: https://doi.org/10.31004/abdira.v6i2.1850
Refbacks
- There are currently no refbacks.
Copyright (c) 2026 Irham Irham, Gustna Fitri, Syaifuddin Syaifuddin, Munardy Munardy, Riyadhsyah Riyadhsyah, Miswar Miswar

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.




1.png)
