Gamifikasi Dalam Pembelajaran Di Sekolah Dasar
DOI:
https://doi.org/10.47400/jiees.v5i1.73Keywords:
Gamifikasi, Pembelajaran, Sekolah dasarAbstract
This research aims to investigate the impact of gamification on motivation and Learning outcome. The research is based on observed learning conducted on students who are less motivated to be active in learning Islamic education subjects in elementary schools. The gamification design was chosen based on many sources stating that gamification can help children achieve learning goals. The subjects of this research are students of Bator 2 Elementary School. The object of the research is baamboozle as a gamification. This research is descriptive-quantitative. The sample for this research was 40 students. The main finding in this research is that there is an impact of gamification on motivation. It is evident from the results of hypothesis testing that r count > r table (0.507 > 0.312), so H1 is accepted and H0 is rejected. There is no impact of gamification on Learning outcome. It is evident from the hypothesis test results that r count ˂ r table (0.136 ˂ 0.312), so H1 is rejected and H0 is accepted. From the results of this analysis, it can be concluded that gamification has a sufficient impact on motivation but has no impact on Learning outcome.
Downloads
References
Abuaiadah, D., Burrell, C., Bosu, M., Joyce, S., & Hajmoosaei, A. (2019). Assessing Learning Outcomes of Course Descriptors Containing Object Oriented Programming Concepts. New Zealand Journal of Educational Studies, 54(2), 345–356. https://doi.org/10.1007/s40841-019-00139-y
Adaskina, A. A. (2016). Adaptation strategies of children with ADHD to the educational process. Journal of Modern Foreign Psychology, 5(3), 35–40. https://doi.org/10.17759/jmfp.2016050303
Astiti, N. D., Mahadewi, L. P. P., & Suarjana, I. M. (2021). Faktor Yang Mempengaruhi Hasil Belajar IPA. Mimbar Ilmu, 26(2), 193. https://doi.org/10.23887/mi.v26i2.35688
Belajar, H. (2023). 773 Pengaruh. 7(3), 773–786.
Cole, M., & John-steiner, V. (1978). Mind in Society The Development.
Esezi Isaac, O., & Eric Chikweru, A. (2018). Test for Significance of Pearson’s Correlation Coefficient (r). International Journal of Innovative Mathematics, Statistics & Energy Policies, 1(1), 11–23. http://seahipaj.org/journals-ci/mar-2018/IJIMSEP/full/IJIMSEP-M-2-2018.pdf
Fakhri, M. M., & Anandari, D. R. (2023). Pengaruh Model Blended Learning berbasis Gamifikasi terhadap Motivasi Belajar dan Hasil Belajar Mahasiswa. 6(3).
Frost, R. D., Matta, V., & MacIvor, E. (2015). Assessing the efficacy of incorporating game dynamics in a learning management system. Journal of Information Systems Education, 26(1), 59–70.
Gerbing, D. W. (1984). Campbell and Stanley for Undergraduates. In Contemporary Psychology: A Journal of Reviews (Vol. 29, Issue 4). https://doi.org/10.1037/022808
Ily, E., & Lai, R. (2011). Mot ivat ion: A Lit erat ure Review Research Report. April. http://www.pearsonassessments.com/research.%0Ahttps://www.academia.edu/4531268/Motivation_A_Literature_Review_Research_Report
Kurniawan, B., Wiharna, O., & Permana, T. (2018). Studi Analisis Faktor-Faktor yang Mempengaruhi Hasil Belajar pada Mata Pelajaran Teknik Listrik Dasar Otomotif. Journal of Mechanical Engineering Education, 4(2), 156. https://doi.org/10.17509/jmee.v4i2.9627
Leni, M., & Sholehun. (2021). Analisis Faktor-Faktor yang Mempengaruhi Hasil Belajar Bahasa Indonesia pada Siswa Kelas IV SD Muhammadiyah Majaran Kabupaten Sorong. Jurnal Keilmuan, Bahasa, Sastra, Dan Pengajarannya, 2(1), 66–74. https://unimuda.e-journal.id/jurnalbahasaindonesia/article/download/952/582
Mese, C., & Dursun, O. O. (2019). Effectiveness of gamification elements in blended learning environments. Turkish Online Journal of Distance Education, 20(3), 119–142. https://doi.org/10.17718/tojde.601914
Olmanson, J. (2011). Emerging technologies in distance education. Educational Media International, 48(1), 67–68. https://doi.org/10.1080/09523987.2011.549680
Pambudi, Y. R., Febrama Riski, D., Jannah, N., Mawaddah, N., Negeri, U. I., Thaha, S., & Jambi, S. (2022). Gamifikasi: Peranan dalam Proses Pembelajaran. Jurnal Ilmiah Multidisiplin, 1(12), 4565–4572. https://www.lemhannas.go.id/index.php,
Qurrotaini, L., Triyana, A., & Susanto, A. (2021). Pengembangan Permainan Edukasi LAGA OPRASIA Berbasis Gamification in Education Pada Pembelajaran IPA SD. Seminar Nasional Penelitian LPPM UMJ, 1–6. https://jurnal.umj.ac.id/index.php/semnaslit/article/download/10616/6034
Sri Legowo, Y. A. (2022). Gamifikasi Dalam Pembelajaran Di Sekolah Dasar. JISPE: Journal of Islamic Primary Education, 3(1), 13–30. https://doi.org/10.51875/jispe.v3i1.43
Studi, P., Dasar, P., & Terbuka, U. (2022). Jurnal Ilmiah Pendidikan Citra Bakti PENGARUH MEDIA PEMBELAJARAN INTERAKTIF BERBANTUAN. 9, 386–396.
Sugiyono. (2020). Metodologi Penelitian Kuantitatif, Kualitatif dan R & D. Terhadap, B., & Belajar, H. (2023). 1 , 2 , 3 1. 08.
Zainuddin, Z. (2018). Students’ learning performance and perceived motivation in gamified flipped-class instruction. Computers and Education, 126, 75–88. https://doi.org/10.1016/j.compedu.2018.07.003
Published
How to Cite
Issue
Section
Copyright (c) 2024 JIEES : Journal of Islamic Education at Elementary School
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.