Author
Grecia Angelika Nainggolan(1
(1) Fakultas Ilmu Pendidikan, Universitas Negeri Medan,
(2) ,
(3) ,
(4) ,
| Article Analytic |
Available online: 2024-12-27 | Published : 2024-12-27
Copyright (c) 2024 Grecia Angelika Nainggolan, Nadhira Hafidza, Yosinda Naberti Br Bangun, Chalerina Simorangkir
Article can trace at:
Article Metrics
Abstract Views: 117 times
PDF Downloaded: 304 times
Abstract
Gamification has become one of the innovative methods in education, especially in the context of distance learning (PJJ). In this article, we explore the application of gamification in the learning process to improve students' learning motivation and digital literacy. This study was conducted by researchers from the Faculty of Education, State University of Medan, with data collected from various trusted sources and the results of mini-research on Jalan Elang Ujung Perumnas Mandala Medan. Gamification has emerged as an innovative method in education, especially in the context of distance learning (PJJ). The study conducted by researchers from the Education Science, State University of Medan, explores the application of gamification to improve students' learning motivation and digital literacy. Gamification refers to the use of game elements in non-game contexts to increase engagement and motivation. In education, this can include the use of points, badges, and challenges that encourage students to participate more actively in the learning process. The results of the study showed that the application of gamification can significantly increase students' learning motivation. The combination of good digital literacy and high reading interest contributed to this increase in motivation, with digital literacy having an influence of 46.8% and reading interest of 46.2%. Students who have digital literacy skills tend to be more confident in learning new material, while increasing interest in reading can be encouraged through gamification which makes the learning process more interesting and interactive. Thus, the application of gamification in education has proven to be effective in creating a dynamic and interesting learning environment, so that students are motivated to be actively involved in the learning process.
Keywords
References
Firmansyah, D. (2020). Gamification: Implementasi Komponen Game pada Bidang Non- Game. Jakarta: Penerbit Bumi Aksara.
Smith, K., & Schamroth, S. (2018). Gamification in Education: Reward-Based Learning. New York: Academic Press.
Uno, H. B. (2011). Teori Motivasi dan Pengukurannya: Analisis di Bidang Pendidikan. Jakarta: Bumi Aksara.
Winkel, W. S. (2005). Psikologi Pengajaran. Yogyakarta: Media Abadi.
Sardiman, A. M. (2007). Interaksi & Motivasi Belajar Mengajar. Jakarta: Rajawali Pers. Winatha, B., & Setiawan, R. (2020). Peningkatan Prestasi Belajar dengan Gamifikasi. Jurnal Pendidikan, 15(1), 45-56.
Republik Indonesia. (2012). Undang-Undang Nomor 12 Tahun 2012 tentang Pendidikan Tinggi.
Kementerian Pendidikan dan Kebudayaan. (2013). Peraturan Menteri Pendidikan dan Kebudayaan Nomor 109 Tahun 2013 tentang Pendidikan Jarak Jauh di Perguruan Tinggi.
Dhais Firmansyah. (2020). Gamifikasi dalam Pembelajaran: Meningkatkan Motivasi dan Keterlibatan Siswa . Jurnal Pendidikan dan Pembelajaran, 8(2), 123-135.
Hamzah B.Uno. (2011). Motivasi Belajar: Teori dan Praktik . Jakarta: Bumi Aksara.
Laksmi, R., & Rachmijati, N. (2021). Pengaruh Video Animasi terhadap Pemahaman Konsep Siswa dalam Pembelajaran Jarak Jauh . Jurnal Teknologi Pendidikan, 14(1), 45-58.
Resti, F., & Rachmijati, N. (2022). Kesesuaian Konten Video Animasi dalam Meningkatkan Motivasi Belajar Siswa . Jurnal Inovasi Pendidikan, 10(3), 201-210.
Wheeler, S. (2016). Literasi Digital: Panduan untuk Guru . London: Routledge.
Komisi Eropa. (2021). Kerangka Kompetensi Digital untuk Warga Negara . Diperoleh dari https://ec.europa.eu/jrc/en/digcomp
UNESCO. (2013). Literasi Digital: Keterampilan Penting untuk Abad ke-21 . Diperoleh dari https://unesdoc.unesco.org/ark:/48223/pf0000216190
Prensky, M. (2001). Penduduk Asli Digital, Imigran Digital . Di Cakrawala, 9(5), 1-6.
Refbacks
- There are currently no refbacks.

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.








