The Effect of Gamification Implementation on Collaboration Skills, Engagement, and Learning Achievement of Students in Class X SMA XYZ
DOI:
https://doi.org/10.59188/eduvest.v4i10.1781Keywords:
gamification, collaboration skills, student engagement, learning achievementAbstract
This study explores the impact of gamification on students' collaboration skills, engagement, and learning achievement in the context of 21st-century education. Utilizing an experimental method, the research was conducted to observe the effects of implementing gamification, particularly through the Quizizz application, in classroom learning. The findings revealed that students in the experimental group, who experienced gamified learning, showed significant improvement in collaboration skills, engagement, and academic achievement compared to the control group. The application of gamification provided an interactive and engaging learning environment that promoted active participation and collaboration among students. The use of gamification as a learning strategy not only enhances students' soft skills but also contributes positively to their overall academic performance. These results suggest that gamification is an effective tool in modern educational settings, providing valuable insights for educators and policymakers to enhance learning outcomes.
References
Ahmad, M., Bustamam, N., & Khairiah, K. (2019). Identifikasi Permasalahan Belajar yang Dialami Siswa Kelas X Jurusan IPA dan Jurusan IPS di SMA Negeri 5 Banda Aceh. JIMBK: Jurnal Ilmiah Mahasiswa Bimbingan & Konseling, 4(4).
Creswell, J. W., & Creswell, J. D. (2017). Research design: Qualitative, quantitative, and mixed methods approaches. Sage publications.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining" gamification". Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9–15.
Glover, I. (2013). Play as you learn: gamification as a technique for motivating learners. Edmedia+ Innovate Learning, 1999–2008.
Harismayanti, I., Putra, I. N. A. J., & Santosa, M. H. (2020). Gamification in English Teaching and Learning. Nilacakra.
Lee, J., Lim, R., Mohamad, F. S., Chan, K. G., & Mas’ ud, F. (2023). Collaborative Creativity among Undergraduate Students as Game Creators during Gamification in a University-Wide Elective Course. Journal of University Teaching and Learning Practice, 20(1), 16.
Manipatruni, V. R., Kumar, N. S., Karim, M. R., & Banu, S. (2023). Improving English Vocabulary Through Quizizz in Practice Tests for Gamification and Google Forms with AutoProctor in Assessment tests for the Preclusion of Malpractice. International Journal of Interactive Mobile Technologies, 17(13).
Murillo-Zamorano, L. R., López Sánchez, J. Á., Godoy-Caballero, A. L., & Bueno Muñoz, C. (2021). Gamification and active learning in higher education: is it possible to match digital society, academia and students’ interests? International Journal of Educational Technology in Higher Education, 18, 1–27.
Nurlaila, N., & Rigianti, H. A. (2024). HUBUNGAN MANAJEMEN WAKTU BELAJAR DENGAN PRESTASI BELAJAR MENUJU ERA SOCIETY 5.0 [THE RELATIONSHIP OF STUDY TIME MANAGEMENT WITH LEARNING ACHIEVEMENT TOWARDS THE ERA OF SOCIETY 5.0]. Polyglot: Jurnal Ilmiah, 20(1), 170–184.
Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380. https://doi.org/10.1016/j.chb.2016.12.033
Sekarini, A. P. (2019). Persepsi Peserta Didik Dan Guru Ipa Terhadap Penggunaan Game Edukasi. Edu Sains: Jurnal Pendidikan Sains Dan Matematika, 7(1), 35–40.
Serin, F. D. (2023). Upaya Peningkatan Prestasi Belajar Peserta Didik. Journal on Education, 6(1), 3908–3915.
Sugiyono. (2019). Metode Penelitian Kuantitatif Kualitatif dan R&D. Alfabeta.
Sugiyono, D. (2018). Metode penelitian kuatintatif, kualitatif dan R & D/Sugiyono. Bandung: Alfabeta, 15(2010).
Uz Bilgin, C., & Gul, A. (2020). Investigating the effectiveness of gamification on group cohesion, attitude, and academic achievement in collaborative learning environments. TechTrends, 64(1), 124–136.
Voogt, J., & Roblin, N. P. (2012). A comparative analysis of international frameworks for 21st century competences: Implications for national curriculum policies. Journal of Curriculum Studies, 44(3), 299–321.
Zubaidah, S. (2016). Keterampilan abad ke-21: Keterampilan yang diajarkan melalui pembelajaran. Seminar Nasional Pendidikan, 2(2), 1–17.
Published
Issue
Section
License
Copyright (c) 2024 Lindawati Mustikasari, Pujianto Yugopuspito
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.