Implementasi Gamifikasi dalam Pembelajaran Matematika di Kelas VIII SMP Shidqia Islamic School: Analisis Deskriptif Kualitatif
DOI:
https://doi.org/10.53299/jagomipa.v6i2.4405Keywords:
gamifikasi, pembelajaran matematika, respons siswa, deskriptif kualitatif, sekolah menengah pertamaAbstract
Penelitian ini bertujuan menganalisis implementasi gamifikasi dalam pembelajaran matematika di kelas VIII SMP Shidqia Islamic School, mencakup proses implementasi, respons siswa, dan kendala yang dihadapi guru. Penelitian deskriptif kualitatif ini menggunakan teknik observasi, wawancara semi-terstruktur dengan guru matematika, angket respons siswa (25 butir, skala Likert 4 poin), dan dokumentasi. Angket diberikan kepada 29 siswa dari dua kelas (8 Andalusia dan 8 Sevilla). Keabsahan data dijamin melalui triangulasi sumber, triangulasi teknik, dan member checking. Hasil menunjukkan gamifikasi telah diimplementasikan secara terstruktur menggunakan elemen poin, leaderboard, level, dan tantangan melalui platform Kahoot!, Quizizz, dan Wordwall. Respons siswa secara keseluruhan positif (rata-rata 3,21; 80,28%), dengan skor tertinggi pada aspek ketertarikan dan motivasi (3,45; 86,21%) dan terendah pada keterlibatan dalam pembelajaran (3,01; 75,17%). Kendala utama adalah manajemen waktu, sementara infrastruktur teknologi bukan menjadi hambatan. Disimpulkan bahwa gamifikasi efektif meningkatkan motivasi siswa namun perlu perbaikan dalam perencanaan alokasi waktu. Penelitian selanjutnya dapat difokuskan pada pengembangan model gamifikasi yang lebih efektif dan efisien dalam pelaksanaan pembelajaran matematika.
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