
Research Article
Web-Based Gamification Development of Historiopreneurship Learning For University Students
@INPROCEEDINGS{10.4108/eai.9-9-2024.2359101, author={Muhammad Rahmattullah and Ananda Setiawan and Dwi Atmono and Novan Alkaf Bahraini Saputra and Rizky Febriyani Putri and Leni Susanti and Muhammad Ramadhani and Muhammad Salman Anshari Rizky}, title={Web-Based Gamification Development of Historiopreneurship Learning For University Students }, proceedings={Proceedings of the 1st International Conference on Wetland for Sustainable Development Goals, ICWSDGs 2024, September 9th -- 10th, 2024, Banjarmasin, Indonesia}, publisher={EAI}, proceedings_a={ICWSDGS}, year={2026}, month={7}, keywords={historiopreneurship gamification web-based gamification entrepreneurship learning media}, doi={10.4108/eai.9-9-2024.2359101} }- Muhammad Rahmattullah
Ananda Setiawan
Dwi Atmono
Novan Alkaf Bahraini Saputra
Rizky Febriyani Putri
Leni Susanti
Muhammad Ramadhani
Muhammad Salman Anshari Rizky
Year: 2026
Web-Based Gamification Development of Historiopreneurship Learning For University Students
ICWSDGS
EAI
DOI: 10.4108/eai.9-9-2024.2359101
Abstract
The development of Lambung Mangkurat University (ULM) into an entrepreneurial university is one of the strategic issues in increasing the capacity and quality of education and teaching in accordance with the superiority of the wetland environment. Innovation in entrepreneurship learning at ULM through the development of historical entrepreneurship has been carried out, but the limited use of technology in the development of historical entrepreneurship learning tools is a problem that must be overcome. The research method used is the Design Science Research Methodology (DSRM) or Science-Design Research Method with a qualitative approach. In 2024, the research plan will focus on three stages of research as the research roadmap that has been made, namely: 1) Identification of Problems and Motivation, 2) Defining Objectives for Problem Solutions, and 3) Design and Development. The research subjects are Lecturers of Entrepreneurship, Educational Technology, and Computer Science Education, Students, and experts. Data collection techniques include Open Questionnaires, Focus Group Discussions, Field Observations, and Document Analysis. Data analysis techniques are qualitative analysis in the first and second stages, and Science-Design analysis in the third stage, namely development design. The results of the study indicate that the gamification of Historical Entrepreneurship Learning Devices (Historiopreneurship) can be used for entrepreneurship learning.


