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Proceedings of the 1st International Conference on Wetland for Sustainable Development Goals, ICWSDGs 2024, September 9th – 10th, 2024, Banjarmasin, Indonesia

Research Article

Web-Based Gamification Development of Historiopreneurship Learning For University Students

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  • @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
Muhammad Rahmattullah1, Ananda Setiawan1,*, Dwi Atmono1, Novan Alkaf Bahraini Saputra2, Rizky Febriyani Putri3, Leni Susanti1, Muhammad Ramadhani2, Muhammad Salman Anshari Rizky2
  • 1: Economic Education Department, Faculty of Teacher Training and Education, Universitas Lambung Mangkurat, Banjarmasin, Indonesia
  • 2: Computer Education Department, Faculty of Teacher Training and Education, Universitas Lambung Mangkurat, Banjarmasin, Indonesia
  • 3: Natural Science Education Department, Faculty of Teacher Training and Education, Universitas Lambung Mangkurat, Banjarmasin, Indonesia
*Contact email: ananda.setiawan@ulm.ac.id

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.

Keywords
historiopreneurship, gamification, web-based gamification, entrepreneurship, learning media
Published
2026-07-27
Publisher
EAI
http://dx.doi.org/10.4108/eai.9-9-2024.2359101
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