
Research Article
Analysis of Gamification Forms in the Microteaching Practices of Anthropology Education Students
@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
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.


