Pengaruh Pembelajaran Berbasis Gamifikasi terhadap Motivasi Belajar Matematika Pasca Pandemi Covid-19
DOI:
https://doi.org/10.37329/cetta.v7i1.2997Keywords:
gamifikasi, motivasi, pengaruh, pembelajaran matematikaAbstract
One of the trends that has gotten stronger after the Covid-19 Pandemic is the habit of students using gadgets to study, surf, play and spend their time. This habit influences the motivation and learning outcomes in school. Consequently, conducting research is needed to utilize digital game applications as part of gamification-based learning media. This is important to increase the learning interest of students who like digital games. This study aims to determine the effectiveness of using gamification-based learning methods in increasing student motivation. The research method used was a survey using questionnaires for junior high school students. Statistical analysis was conducted to determine differences in learning motivation before and after the implementation of gamification in mathematics class. The results of the analysis show that the implementation of gamification in mathematics can increase student motivation by 13.03% compared to conventional learning. From the several question items, it can be seen that gamification made learning mathematics more fun (3.65) and 97.45% of students said that their learning concentration was better with the implementation of gamification in the mathematics class. Looking at the average results of the questionnaire after gamification-based learning at class VII and IX levels there is no significant difference, both show high averages showing that at different levels students are equally interested in gamification-based learning. Thus it can be concluded that the implementation of gamification in mathematics learning has a significant influence on increasing student learning motivation.
References
An’navi, S. (2023). Problematika Guru dalam Menggunakan Media IT pada Pembelajaran Siswa Kelas 4 Sekolah Dasar. Cetta: Jurnal Ilmu Pendidikan, 6(3)
Arikunto, S. (2010). Prosedur Penelitian Suatu Pendekatan Praktik. Jakarta: PT Rineka Cipta.
Dirgantoro, K. P. S., Bermuli, J. E., & Soesanto, R. H. (2022). Is Moodle Gamification Effective in Reviewing Student's Motivation Related to Interest in Learning Online?. Jurnal Kependidikan: Jurnal Hasil Penelitian Dan Kajian Kepustakaan Di Bidang Pendidikan, Pengajaran Dan Pembelajaran, 8(1), 114-125.
Fadhli, M., Brick, B., Setyosari, P., Ulfa, S., & Kuswandi, D. (2020). A Meta-Analysis of Selected Studies on the Effectiveness of Gamification Method for Children. International Journal of Instruction, 13(1).
Fatah, V. F., Nursyamsiyah, N., Kamsatun, K., Ariyanti, M., & Susanti, S. (2022). Kecanduan Gadget Pada Remaja Pasca Pembelajaran daring Di Masa Pendemi Covid 19. Jurnal riset Kesehatan Poltekkes Depkes Bandung,14(2), 284-291.
Huda, M. (2013). Model-Model Pengajaran dan Pembelajaran. Yogyakarta: Pustaka Pelajar.
Jannah, D. M., Hidayat, M. T., Ibrahim, M., & Kasiyun, S. (2021). Pengaruh Kebiasaan Belajar dan Motivasi Belajar terhadap Prestasi Belajar Siswa di Sekolah Dasar. Jurnal Basicedu, 5(5), 3378-3384.
Jusuf, H. (2016). Penggunaan Gamifikasi dalam Proses Pembelajaran. Jurnal TICom, 5(1), 1-6.
Mustikarini, S. A., & Puspasari, D. (2021). The Effect of Learning Motivation, Self-Control and Critical Thinking on Students’ learning Achievement at Office Administration Education Study Program, Universitas Negeri Surabaya. Jurnal PAJAR (Pendidikan Dan Pengajaran), 5(5), 1222-1243.
Nasution, N. B. (2022). Pengembangan Education Game Dengan Pendekatan CTL (Contextual Teaching and Learning) Dengan Konsep Gamifikasi. Prosiding Konferensi Ilmiah Pendidikan, 3, 619-632.
Ong, D. L. T., Chan, Y. Y., Cho, W. H., & Koh, T. Y. (2013). Motivation of Learning: An Assessment of the Practicality and Effectiveness of Gamification Within a Tertiary Education System in Malaysia.
Permata, C. A. M., & Kristanto, Y. D. (2020). Desain Pembelajaran Matematika Berbasis Gamifikasi untuk Meningkatkan Minat Belajar Siswa. JNPM (Jurnal Nasional Pendidikan Matematika), 4(2), 279-291.
Rahardja, U., Aini, Q., Ariessanti, H. D., & Khoirunisa, A. (2018). Pengaruh Gamifikasi pada iDu (iLearning Education) dalam Meningkatkan Motivasi Belajar Mahasiswa. NJCA (Nusantara Journal of Computers and Its Applications), 3(2), 120-124.
Rokhimawan, M. A., Badawi, J. A., & Aisyah, S. (2022). Model-Model Pembelajaran Kurikulum 2013 pada Tingkat SD/MI. Edukatif: Jurnal Ilmu Pendidikan, 4(2), 2077-2086.
Sardiman. (2006). Interaksi dan Motivasi Belajar Mengajar. Jakarta: PT RajaGrafindo.
Tanjung, H. S. (2018). Peningkatkan kemampuan pemahaman dan Komunikasi matematik siswa Sekolah Menengah Atas (SMA) melalui model pembelajaran kooperatif. MAJU: Jurnal Ilmiah Pendidikan Matematika, 3(2).
Wardana, S., & Sagoro, E. M. (2019). Implementasi Gamifikasi Berbantu Media Kahoot Untuk Meningkatkan Aktivitas Belajar, Motivasi Belajar, Dan Hasil Belajar Jurnal Penyesuaian Siswa Kelas X Akuntansi 3 Di SMK Koperasi Yogyakarta Tahun Ajaran 2018/2019. Jurnal Pendidikan Akuntansi Indonesia, 17(2), 46-57.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Dionisia Retno Irnawati, Amelia Makmur, Lucia Sri Istiyowati
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
An author who publishes in the Cetta : Jurnal Ilmu Pendidikan agrees to the following terms:
- Author retains the copyright and grants the journal the right of first publication of the work simultaneously licensed under the Creative Commons Attribution-ShareAlike 4.0 License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal
- Author is able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book) with the acknowledgement of its initial publication in this journal.
- Author is permitted and encouraged to post his/her work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of the published work (See The Effect of Open Access).
Read more about the Creative Commons Attribution-ShareAlike 4.0 Licence here: https://creativecommons.org/licenses/by-sa/4.0/.