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THE IMPACT OF GAMIFICATION ON STUDENT ENGAGEMENT AND RETENTION: INSIGHTS FROM A SYSTEMATIC LITERATURE REVIEW Dewi, Siti Karunia; Khoiriyah, Malika; Aida, Nur; Aniyah, Aniyah; Surur, Miftahus
Journal on Research and Review of Educational Innovation Vol 2 No 3 (2024)
Publisher : STKIP PGRI Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/jrrei.v2i2.1597

Abstract

In the digital era, technology in learning has become a fundamental need to improve the quality of teaching and learning. One innovative approach that can increase student motivation, engagement, and knowledge retention is learning gamification. This study aims to explore the impact of using gamification on student retention through the Systematic Literature Review (SLR) method. A total of 20 articles from scientific journals published in the 2020-2024 period were systematically analyzed based on journal quality criteria (Quality Assessment), including topic relevance, the impact of using gamification, and the correlation between gamification and student retention. The results of the analysis show that gamification positively affects student knowledge retention. So that teachers can develop learning by integrating gamification elements into learning to create a more enjoyable, competitive, and practical learning experience.
Enhancing informatics learning through android-based interactive media: A development study with the ADDIE model Dewi, Siti Karunia; Surur, Miftahus; Jaya, Firman
Asatiza: Jurnal Pendidikan Vol. 6 No. 3 (2025): Asatiza: Jurnal Pendidikan
Publisher : STAI Auliaurrasyidin Tembilahan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46963/asatiza.v6i3.2822

Abstract

Initial observations in Grade X Informatics classes at SMA Negeri 1 Panji identified a significant pedagogical challenge: low student motivation and engagement, largely due to the perceived complexity of the subject matter. To address this issue, Android-based learning media was proposed as an innovative solution, leveraging its ability to present content dynamically through integrated multimedia elements such as images, videos, animations, and interactive quizzes. This research and development (R&D) study aimed to design and implement such media to increase student participation, improve conceptual understanding, and create a more interactive learning environment. The development process followed the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Data were collected from 19 Grade X students, one subject teacher (serving as a material expert), and a media expert (holding a Master’s degree in Computer Science). Results indicated that the developed Android-based interactive learning media, named "Bitnesia," is highly suitable for educational use. This conclusion is supported by outstanding validation outcomes, with media expert, material expert, and student effectiveness tests all scoring ≥90%. The study affirms that a well-designed learning media application can significantly contribute to a stimulating and effective Informatics learning experience.
Basic Education Innovation: Enhancing Teacher Competence at SDN 1 Kedungdowo through Learning and Gamified Quizizz Surur, Miftahus; Suparto, Arico Ayani; Emyus, Ahmad Zaki; Dewi, Siti Karunia; Mursidin, Zeinul
GUYUB: Journal of Community Engagement Vol 6, No 3 (2025): September
Publisher : Universitas Nurul Jadid

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33650/guyub.v6i3.12291

Abstract

This community service activity entitled Deep Learning Implementation Training Integrated with Quizizz-Based Learning Games was carried out at SDN 1 Kedungdowo Arjasa Situbondo in response to the limited mastery of technology-based learning media among teachers. The program aimed to improve teacher competence in utilizing innovative digital platforms to create more engaging and effective learning. The method used was Participatory Action Research (PAR), which emphasized collaboration and active involvement of teachers in every stage. The process began with identifying problems and needs, followed by training through theoretical materials on deep learning concepts and hands-on practice in developing Quizizz-based learning games. The implementation was then observed through classroom practice and teacher performance monitoring, and finally reflected through joint discussions to evaluate achievements and challenges as well as to design sustainable follow-up strategies.The results showed significant improvements in teacher competencies. Based on evaluation data, teachers’ understanding of deep learning concepts increased by an average of 78%, while their ability to design and apply Quizizz-based learning games rose by 85%. Classroom observations also demonstrated a 70% increase in student engagement, indicating that the integration of technology-based media successfully enhanced the learning atmosphere. Teachers expressed greater confidence in using digital tools, proving that the activity met its competency targets