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Proceedings of the 7th International Conference on Innovation in Education, Science, and Culture, ICIESC 2025, 16 September 2025, Medan, Indonesia

Research Article

Analysis of Gamification Forms in the Microteaching Practices of Anthropology Education Students

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  • @INPROCEEDINGS{10.4108/eai.16-9-2025.2361103,
        author={Ayu  Rulyani and Astrid  Sitompul and Halimatus  Sa‘diyah and Taufiq  Ramadhan and Mulhady  Putra and Siti  Nurjannah},
        title={ Analysis of Gamification Forms in the Microteaching Practices of Anthropology Education Students},
        proceedings={Proceedings of the 7th International Conference on Innovation in Education, Science, and Culture, ICIESC 2025, 16 September 2025, Medan, Indonesia},
        publisher={EAI},
        proceedings_a={ICIESC},
        year={2026},
        month={3},
        keywords={gamification microteaching innovative learning},
        doi={10.4108/eai.16-9-2025.2361103}
    }
    
  • Ayu Rulyani
    Astrid Sitompul
    Halimatus Sa‘diyah
    Taufiq Ramadhan
    Mulhady Putra
    Siti Nurjannah
    Year: 2026
    Analysis of Gamification Forms in the Microteaching Practices of Anthropology Education Students
    ICIESC
    EAI
    DOI: 10.4108/eai.16-9-2025.2361103
Ayu Rulyani1,*, Astrid Sitompul2, Halimatus Sa‘diyah1, Taufiq Ramadhan3, Mulhady Putra4, Siti Nurjannah5
  • 1: Department of Anthropological Education, Faculty of Social Sciences, Universitas Negeri Medan, Medan, Indonesia
  • 2: Department of Cosmetology Education, Faculty of Engineering, Universitas Negeri Medan, Medan, Indonesia
  • 3: Department of Pancasila and Civic Education, Faculty of Social Sciences, Universitas Negeri Medan, Medan, Indonesia
  • 4: Department of Anthropology Education Universitas Negeri Medan2 , Department of Geography Education Universitas Negeri Medan
  • 5: Department of Geography Education, Faculty of Social Sciences, Universitas Negeri Medan, Medan, Indonesia
*Contact email: ayurulyani@unimed.ac.id

Abstract

This research aims to analyze the forms of gamification that students can apply in the microteaching practice of the Anthropology Education Study Program at the Faculty of Social Sciences, Medan State University. This study uses a qualitative method with a descriptive approach, focusing on data collection through observation, interviews, and document review. The data obtained are analyzed descriptively to identify and describe the gamification elements that are appropriate for the microteaching learning context. The research results show that gamification forms that students can be applied to are not limited to digital-based media, such as Kahoot!, Quizizz, Educandy, Wordwall, Educaplay, and Baamboozle, but can also be developed through non-digital approaches, including Scramble, Crossword Puzzles, WordSquare, Talking Stick, and True or False. With interactive activities between teachers and students, gamification creates a more enjoyable and positively competitive learning environment, making microteaching sessions less boring.

Keywords
gamification, microteaching, innovative learning
Published
2026-03-18
Publisher
EAI
http://dx.doi.org/10.4108/eai.16-9-2025.2361103
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