@article{Ratnawati_Sukamto_Ruja_Wahyuningtyas_2020, title={“Defense of the Ancients”, Gamification in Learning: Improvement of Student’s Social Skills}, volume={15}, url={https://online-journals.org/index.php/i-jet/article/view/13221}, DOI={10.3991/ijet.v15i07.13221}, abstractNote={This article introduces a learning innovation called the Dota learning model. Dota (Defense of the Ancients) actually is a game or fortress defense game that is in great interest among various groups. This game inspires the researcher to adapt and adopt into a learning model. The Dota learning model provides an opportunity for students to train critical thinking, train cooperation, improve competitive spirit between teams, and be able to play the emotions of students. The research method used in this study is a research and development with an ADDIE (Analyze-Design-Development-Implementation-Evaluation) model. The feasibility of the Dota learning model is validated by learning design expert, educator, and students. The learning design validation score is 85%, the educator validation score is 95%, and the student’s validation score is 80%. Based on the result, it can be concluded that the Dota learning model that developed has been valid and feasible to use}, number={07}, journal={International Journal of Emerging Technologies in Learning (iJET)}, author={Ratnawati, Nurul and Sukamto, Sukamto and Ruja, I Nyoman and Wahyuningtyas, Neni}, year={2020}, month={Apr.}, pages={pp. 132–140} }