THE EFFECT OF GAMIFICATION ON LEARNING ENGAGEMENT OF ELEVENTH GRADE STUDENTS IN SMA N 1 SINGARAJA
DOI:
https://doi.org/10.23887/jpbi.v5i2.14897Abstract
Penelitian ini memiliki tujuan, yaitu (1) melihat perbedaan level dari keterlibatan siswa dalam proses pembelajaran dari siswa kelas XI SMA N 1 Singaraja setelah penerapan Gamified-based LMS dan mengetahui persepsi siswa terhadap penerapan gamified-based LMS. Desain penelitian yang digunakan adalah Experimental Research Design. Populasi dari penelitian ini adalah siswa kelas XI di SMA N 1 Singaraja. Hasil penelitian secara kuantitatif menunjukkan bahwa grup eksperimental menunjukkan hasil yang lebih baik daripada grup control. Hal ini dibuktikan dengan hasil analisis deskriptif yang menunjukkan rata rata level keterlibatan siswa dalam proses pembelajarn lebih besar (88.40) dibandingkan dengan grup control (79.60). Hasil analisis menunjukkan bahwa nilai dari t-observed lebih tingi (5.309) dari nilai t-critical value (2.009). Maka dari itu, dapat disimpulkan bahwa ada perbedaan yang signifikan dari level keterlibatan siswa yang diajarkan menggunakan Gamified-based LMS dan pembelajaran konvensional. Selain itu, peneliti juga menemukan bahwa kelas eksperimental dikategorikan sebagai engaged class sedangkan kelas kontrol dikategorikan sebagai well-manage class. Hal ini menunjukkan bahwa siswa membangun keterlibatannya di dalam kelas dengan tertarik terhadap pembelajaran, ikut berpartisipasi di dalam setiap kegiatan, dan mau mengerjakan tugas. Sebelum melakukan eksperimen, disarankan untuk mempersiapkan aktivitas yg baik, koneksi internet yg bagus dan sosialisasi mengenai teknologi yang digunakan.Kata Kunci : blended Learning, Learning Management System (LMS), gamification, gamified-LMS, keterlibatan dalam pembelajaran, persepsi
This study had a purpose to determine whether there is a significant difference on learning engagement level of the eleventh-grade students in SMA N 1 Singaraja after the implementation of Gamified-based LMS. The research design used in this study was experimental research design. The population was the eleventh-grade students of SMA N 1 Singaraja. The result of the quantitative data analysis showed the experimental group performed better than the students in control group. It was proven by the result of a descriptive statistical analysis that showed the mean score of the experimental group was higher (88.40) control group (79.60). It is also proven by the value of t-observed was higher (5.309) than the value of t-critical value (2.009). It can be concluded that there was a significant difference on students’ level of learning engagement between students taught by using gamified-based LMS and students taught by using conventional media.Considerations are the well-planned activity, a good Internet connection and familiarity of technology suggested before starting the teaching and learning process.
keyword : blended learning, gamification, learning engagement
Published
2018-07-24
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