Desain Pembelajaran Matematika Berbasis Gamifikasi untuk Meningkatkan Minat Belajar Siswa

Authors

DOI:

https://doi.org/10.33603/jnpm.v4i2.3877

Abstract

Abstrak. Minat merupakan salah satu faktor penting yang mempengaruhi keberhasilan belajar siswa. Akan tetapi, tidak jarang dijumpai siswa yang memiliki minat rendah dalam pembelajaran matematika. Salah satu strategi yang dapat digunakan untuk meningkatkan minat siswa dalam pembelajaran matematika adalah gamifikasi. Penelitian ini bertujuan untuk mengembangkan perangkat pembelajaran matematika berbasis gamifikasi untuk dapat meningkatkan minat belajar siswa. Penelitian ini menggunakan metode pengembangan. Subjek dalam penelitian ini sebanyak 18 siswa kelas XI SMA di Banguntapan, Yogyakarta. Hasil menunjukkan bahwa perangkat pembelajaran yang dikembangkan memiliki rerata validitas yang sangat tinggi, meningkatkan minat belajar siswa dengan rerata peningkatan 3,30%, dan instrumen asesmennya menyediakan tantangan dalam kategori sedang, sehingga perangkat pembelajaran tersebut efektif dan memiliki kualitas baik. Sehingga gamifikasi dapat digunakan sebagai salah satu strategi untuk meningkatkan minat belajar siswa dalam pembelajaran matematika.

Kata Kunci: Research and Development, Gamifikasi, Kahoot!, Quizizz, dan Minat Belajar.

Author Biographies

Clara Ayu Mia Permata, Universitas Sanata Dharma, Yogyakarta

Pendidikan Matematika

Yosep Dwi Kristanto, Universitas Sanata Dharma, Yogyakarta

Yosep Dwi Kristanto is a lecturer and researcher at the Department of Mathematics Education, Universitas Sanata Dharma, Yogyakarta. His research topics of interest are mathematics and statistics education, learning and instructional technology, instructional design, and higher education.

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Published

2020-09-30

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