Gamifikasi: Peranan dalam Proses Pembelajaran

Main Article Content

Yudha Rello Pambudi
Dwiko Febrama Riski
Nurul Jannah
Nada Mawaddah

Abstract

The rapid and rapid development of technology and information has greatly influenced all fields, including the field of education, especially learning. According to a survey by the Indonesian Teacher Association, it is stated that 60% of teachers in Indonesia have inadequate skills or can be said to be lagging behind in the use of technology, this will have an impact on the quality of education in Indonesia. Teachers must be able to create a classroom atmosphere that is fun, dynamic and interesting so that students can follow the learning process well. In an effort to create a dynamic and interesting learning environment, the concept of gamification has emerged as a promising alternative. The method used in this research is literature review, literature review is a search and research of the literature by reading various books, journals and publications related to an issue or research topic. Gamification has a very important role in education and is very suitable to be applied to children (especially elementary school students) in the learning process because games are something that children like, not just adding game elements for the enjoyment of students, but will also influence the whole learning process. Starting from providing fun, motivating and active students.

Downloads

Download data is not yet available.

Article Details

How to Cite
Pambudi, Y. R., Riski, D. F., Jannah, N., & Mawaddah, N. (2022). Gamifikasi: Peranan dalam Proses Pembelajaran. ULIL ALBAB : Jurnal Ilmiah Multidisiplin, 1(12), 4565–4572. https://doi.org/10.56799/jim.v1i12.3152
Section
Articles

References

Ainna A,. Aulia, F,Z,. & Azza, A, R,. (2021). Peran pembelajaran berbasis Gamifikasi Menggunakan Wordwall dan Qizizz diSMP Negeri 1 Candi Sidoarjo. Jurnal Studi Keagamaan, Sosial dan Budaya.

Anggraeni, R. (2017). Hubungan Tingkat Kecanduan Game Online. 1(1), 7–9.

Anugerah B, W.,M. Suyanto,. & Sukoco (2017). Gamifikasi Pelajaran Sejarah Perjuangan Kemerdekaan Menggunakan Metode Scott. Jurnal Telematika ISSN 1979-925X e-ISSN : 2442-4528

Cahyaningtyas, A. P., Ismiyanti, Y., & Salimi, M. (2022). A Multicultural Interactive Digital Book: Promoting Tolerance and Multiculturalism to Elementary School Students. AL-ISHLAH: Jurnal Pendidikan, 14(3), 4079–4096.

Çeker E & Özdamlı F,. (2017). What “Gamification” is and what it’s not. Published in the Slovak Republic European Journal of Contemporary Education ISSN 2304-9650. 6(2), 221–228.

Jusuf, H. (2016). Penggunaan Gamifikasi dalam Proses Pembelajaran. Jurnal TICOM, 5(1), 1–6.

Kiryakova, G., Angelova, N., & Yordanova, L. (2013). GAMIFICATION IN EDUCATION.

Kirom, A,. (2017). Peran guru dan peserta didik dalam proses pembelajaran berbasis multikultural: Jurnal pendidikan agama islam, 3, 69–80.

Koi, S., Sudiwati, N. L. P. E., & Lasri. (2017). Pengaruh permainan game online terhadap aktivitas. Nursing News, 2(1), 324–332.

Legowo, Y.A.S., Shintya, Y., Puspitasari, N., Baligh, L.N.A., & Setiyawan, J.N. (2023). Gamifikasi : Identifikasi Jenis Permainan Siswa Sekolah Dasar siswa pada pembelajaran baik permainan berbentuk permainan tradisional , maupun Hal sama dikemukaan oleh Bozan yang menemukan bahwa terdapat perbedaan dan guru dengan usia lebih dari 40 tahun . X(1), 1–11.

Legowo, Y.A.S. (2022). Gamifikasi dalam pembelajaran di sekolah dasar. 3(1), 13–30.

Llorens-largo, F., Gallego-durán, F. J., Villagrá-arnedo, C. J., Compañ-, P., Satorre-cuerda, R., & Molina-carmona, R. (2016). Gamification of the learning process : lessons learned.

Mambang., Prastya, S. E., Zulfadhilah, M., Cipta, S. P., Marleny, F. D., Maulida, N. M., & Satrio, M. (2022). Pendampingan Pemanfaatan Gamifikasi untuk Pendidikan di Masa Depan. 3(1).

Rahman,A., Munandar,S.A., Fitriani,A,. Kartika, Y., Yumriani,. (2022). Pengertian pendidikan, ilmu pendidikan dan unsur-unsur pendidikan. 2(1), 1–8.

Rosly , R. M., & Khalid, F,. (2017). Gamifikasi : konsep dan implikasi dalam pendidikan. Gamifikasi : Konsep Dan Implikasi Dalam Pendidikan, 144–154.

Sari, D. N., & Alfiyan, A. R.,. (2023). Peran Adaptasi Game ( Gamifikasi ) dalam Pembelajaran untuk Menguatkan Literasi Digital : Systematic Literature Review. 1(1).

Subahan, A., Dista, D. X., & Witarsa, R. (2021). Kajian literatur tentang kebijakan pendidikan dasar di masa pandemi dan dampaknya terhadap pembelajaran. 4, 1–9.

Zahara, R., Eko Prasetyo, G., & Mirza Yanti, D. (2021). Kajian Literatur : Gamifikasi di Pendidikan Dasar. Jurnal Ilmu Pendidikan (SOKO GURU), 1(1), 76–87.