Membangun Pembelajaran Menyenangkan melalui Gamifikasi terhadap Motivasi dan Partisipasi Siswa Sekolah Dasar di Era Digital

Kasturi Kasturi, Nurul Julaifah, Inang Irma Rezkillah, Saidah Ramadhan

Abstract


Penelitian ini bertujuan untuk menganalisis pengaruh penerapan gamifikasi dalam meningkatkan motivasi dan partisipasi belajar siswa sekolah dasar pada pembelajaran IPAS di era digital. Penelitian menggunakan pendekatan kuantitatif dengan jenis pra-eksperimental (pre-experimental design) melalui desain one-group pretest-posttest. Subjek penelitian berjumlah 30 siswa SDN 1 Rupe yang dipilih secara purposive. Instrumen penelitian berupa angket motivasi belajar dan angket partisipasi siswa masing-masing sebanyak 10 butir yang telah divalidasi. Pengumpulan data dilakukan melalui pretest dan posttest, kemudian dianalisis menggunakan statistik deskriptif. Hasil penelitian menunjukkan bahwa penerapan gamifikasi mampu meningkatkan motivasi belajar siswa pada seluruh indikator, dengan peningkatan tertinggi pada aspek konsentrasi sebesar 25,45% dan peningkatan terendah pada aspek minat dan keantusiasan sebesar 9,88%. Selain itu, partisipasi belajar siswa juga mengalami peningkatan, terutama pada aspek keberanian bertanya sebesar 7,45%, sedangkan peningkatan terendah terdapat pada aspek pencarian informasi sebesar 0,85%. Temuan ini menunjukkan bahwa gamifikasi dapat menciptakan pembelajaran yang lebih menyenangkan, interaktif, dan efektif dalam meningkatkan motivasi serta partisipasi siswa sekolah dasar di era digital

Keywords


Gamifikasi, Motivasi Belajar, Partisipasi Siswa, Pembelajaran IPAS, Era Digital

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DOI: https://doi.org/10.31764/elementary.v9i2.40588

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Jurnal Elementary : Kajian Teori dan Hasil Penelitian Pendidikan Sekolah Dasar
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Published by: PGSD Universitas Muhammadiyah Mataram

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