PENERAPAN GAMIFIKASI DALAM PEMBELAJARAN MATEMATIKA UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA SEKOLAH DASAR
DOI:
https://doi.org/10.57146/istibshar.v1i1.5823Kata Kunci:
gamification, mathematics learning, learning motivationAbstrak
The implementation of gamification in mathematics learning has become an innovative strategy for increasing students’ motivation at the elementary school level. This classroom action research was conducted at SDN 1 Sidoharjo involving 28 fifth-grade students and aimed to improve students’ learning motivation through the application of gamification elements such as points, levels, challenges, badges, and rewards. The study was carried out in two cycles consisting of planning, action, observation, and reflection stages. Data were collected through observation, motivation questionnaires, interviews, and documentation, and were analyzed using qualitative descriptive analysis supported by simple quantitative data. The results showed that the use of gamification created a more interactive and enjoyable learning atmosphere, increased students’ participation in discussions, improved their confidence in asking questions, and encouraged greater responsibility in completing mathematics tasks. Students demonstrated higher enthusiasm, persistence, collaboration, and engagement throughout the learning process. The study concludes that gamification is effective in enhancing elementary school students’ motivation in mathematics learning and can be used as an alternative instructional strategy to create meaningful, enjoyable, and student-centered learning experiences.
Referensi
Arikunto, S., Suhardjono, & Supardi. (2019). Penelitian tindakan kelas (Edisi revisi). Bumi Aksara.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–15). ACM. https://doi.org/10.1145/2181037.2181040
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer.
Kemendikbudristek. (2022). Capaian pembelajaran pada Kurikulum Merdeka jenjang sekolah dasar. Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi.
Kemmis, S., & McTaggart, R. (2014). The action research planner: Doing critical participatory action research. Springer.
Prasetyo, A., & Nugraheni, R. (2023). Pengaruh gamifikasi terhadap motivasi belajar matematika siswa sekolah dasar. Jurnal Pendidikan Dasar, 14(2), 115–126.
Rahman, F. (2024). Implementasi pembelajaran matematika berbasis gamifikasi untuk meningkatkan minat belajar siswa sekolah dasar. Jurnal Inovasi Pendidikan Matematika, 8(1), 33–45.
Sardiman. (2020). Interaksi dan motivasi belajar mengajar. Rajawali Pers.
Slameto. (2021). Belajar dan faktor-faktor yang mempengaruhinya. Rineka Cipta.
Sugiyono. (2022). Metode penelitian pendidikan: Pendekatan kuantitatif, kualitatif, dan R&D. Alfabeta.
##submission.downloads##
Diterbitkan
Cara Mengutip
Terbitan
Bagian
Lisensi
Hak Cipta (c) 2026 Nina Karina

Artikel ini berlisensiCreative Commons Attribution-ShareAlike 4.0 International License.