Model Pembelajaran Gamifikasi: Meningkatkan Motivasi Belajar Siswa Melalui Teknologi

Authors

  • Amilia Fajar Ayu
  • Asih Puspitasari STITNU Sakinah Dharmasraya, Sumatra Barat
  • Nurin Hidayati STITNU Sakinah Dharmasraya, Sumatra Barat
  • Adi Fitra Andikos Universitas Putra Indonesia, YPTK Padang

DOI:

https://doi.org/10.59966/isedu.v2i2.1270

Keywords:

Gamification Learning, Learning Motivation, Technology in Education

Abstract

In the world of education, the term gamification refers to the application of design elements and gaming experiences in the learning process. Gamification aims to simplify and accelerate sustainable learning practices. This article is categorized as a form of bibliography writing. This article is a literature review, namely a scientific study that focuses on a particular topic. Gamification is one of the e-learning learning concepts. Or in English it is usually called Gamification. Gamification is the application of techniques and strategies from a game to a non-game context to solve a problem. Student learning motivation is an important factor in improving the quality of education. In an effort to increase student learning motivation, technology can be used as a tool in creating a more interesting and interactive learning environment. Gamification in learning is the use of game elements and mechanisms to increase motivation and learning.

References

Leuwol, F. S., Basiran, B., Solehuddin, M., Vanchapo, A. R., Sartipa, D., & Munisah, E. (2023). Efektivitas Metode Pembelajaran Berbasis Teknologi Terhadap Peningkatan Motivasi Belajar Siswa Di Sekolah. Edusaintek: Jurnal Pendidikan, Sains Dan Teknologi, 10(3), 988-999.

Yaniaja, A. K., Wahyudrajat, H., & Devana, V. T. (2020). Pengenalan model gamifikasi ke dalam e-learning pada perguruan tinggi. ADI Pengabdian Kepada Masyarakat, 1(1), 22-30.

Zabir, A. (2018). Pengaruh pemanfaatan teknologi pembelajaran Terhadap motivasi belajar siswa smpn 1 lanrisang Kabupaten pinrang (Doctoral dissertation, UNIVERSITAS NEGERI MAKASSAR).

Zahara, R., Prasetyo, G. E., & Yanti, D. M. (2021). Kajian literatur: gamifikasi di pendidikan dasar. SOKO GURU: Jurnal Ilmu Pendidikan, 1(1), 76-87.

Published

2024-12-03

How to Cite

Fajar Ayu, A., Puspitasari, A., Hidayati, N., & Fitra Andikos, A. (2024). Model Pembelajaran Gamifikasi: Meningkatkan Motivasi Belajar Siswa Melalui Teknologi. ISEDU : Islamic Education Journal, 2(2), 1–5. https://doi.org/10.59966/isedu.v2i2.1270

Issue

Section

Articles