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Penerapan Gamifikasi Berbasis Quizizz untuk Meningkatkan Motivasi Belajar Siswa dalam Pembelajaran Bahasa Inggris di SMAN 22 Makassar Nurdzizati, Ainun; Hendra, Hendra; Yayha, Muh Alwia; Sulfirani, Siti; Alannasir, Wahyullah
JURNAL PENA Vol 12 No 2 (2025)
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/djn0h421

Abstract

This study aims to examine and analyze the influence of gamification elements such as point, badge, and leaderboard on students' learning motivation in English language learning using the Quizizz platform. A mixed methods approach with a descriptive design was employed. Quantitative data were collected through questionnaires completed by 55 students from SMAN 22 Makassar, while qualitative data were obtained through in-depth interviews with selected respondents. The results indicate that the point feature provides instant feedback that triggers students' intrinsic motivation to study more diligently. Badges offer symbolic recognition of students’ achievements, fostering a sense of being valued. Meanwhile, the leaderboard proves to be the most powerful in boosting motivation, as it creates healthy competition that encourages students to challenge themselves and improve their rankings. Therefore, integrating gamification elements such as those found in Quizizz can be an effective strategy for enhancing students’ learning motivation, especially in the context of English language learning at the senior high school level. Keywords:  Quizizz, learning motivation, point, badge, leaderboard. References Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56–79. Amrullah, M. K., & Muin, M. F. (2023). Motivasi Ektrinsik pada Siswa Smp IT Insan Mulia Batanghari. Journal of Media and Pedagogical Practices, 1(01), 33–40. Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322. Gay, L. R., Mills, G. E., & Airasian, P. W. (2020). Educational research: Competencies for analysis and applications (12th ed.). Pearson. Kuo, M.-S., & Chuang, T.-Y. (2016). How gamification motivates visits and engagement for online academic dissemination–An empirical study. Computers in Human Behavior, 55, 16–27. Lenggono, B., & Yuzarion, Y. (2020). Motivasi berprestasi pada siswa SMA dalam perspektif Islam [PhD Thesis, Universitas Ahmad Dahlan]. https://www.neliti.com/publications/482140/motivasi-berprestasi-pada-siswa-sma-dalam-perspektif-islam Li, M., Ma, S., & Shi, Y. (2023). Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: A meta-analysis. Frontiers in Psychology, 14, 1253549. Maslow, A. H. (2022). A theory of human motivation. Lushena Books. (Original work published 1943) Mutiara, P., Fauzi, A., Wahyuni, A. D., Adisti, A. A., Kurniasi, F., & Afifi, S. T. (2022). Pengaruh Pelatihan, Motivasi dan Reward Terhadap Kinerja Karyawan. JIM: Jurnal Ilmu Multidisiplin, 1(3), 636–646. Shen, Z., Lai, M., & Wang, F. (2024). Investigating the influence of gamification on motivation and learning outcomes in online language learning. Frontiers in Psychology, 15, 1295709. Su, C., & Cheng, C. (2015). A mobile gamification learning system for improving the learning motivation and achievements. Journal of Computer Assisted Learning, 31(3), 268–286. https://doi.org/10.1111/jcal.12088 SUNARTI, S. (2021). Pengaruh Pola Komunikasi Orang Tua Dalam Keluarga Terhadap Motivasi Belajar Pedserta Didik Di Sd 32 Buakang [PhD Thesis, INSTITUT AGAMA ISLAM MUHAMMADIYAH SINJAI]. http://repository.uiad.ac.id/id/eprint/897/1/SKRIPSI%20SUNARTI.pdf Urhahne, D., & Wijnia, L. (2023). Theories of Motivation in Education: An Integrative Framework. Educational Psychology Review, 35(2), 45. https://doi.org/10.1007/s10648-023-09767-9 Velázquez-García, L., Longar-Blanco, M. D., Cedillo-Hernández, A., & Bustos-Farías, E. (2024). Gamification in the classroom: Motivating higher education students using digital badges. International Journal of Learning and Teaching, 10(4), 532–538. Widodo, U., & Winarti, A. (2019). Faktor-faktor motivasi dalam pembelajaran bahasa inggris. Jurnal Pendidikan, Sains Sosial, Dan Agama, 5(2), 48–64.
Strategi Pemasaran Kakao dalam Meningkatkan Pendapatan Petani (Studi Petani di Kabupaten Kolaka Utara) Ammase; Sulham, Baso; Idrus, Muhammad; Sulfirani, Siti
INTENS Jurnal Inovasi Sains Teknologi dan Bisnis Vol 1 No 1 (2024): INTENS Jurnal Inovasi Sains Teknologi
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, INTENS MKU

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Abstract

Penelitian ini dilaksanakan di Kabupaten Kolaka Utara dengan populasinya yakni petani kakao di Kabupaten Kolaka Utara. Penarikan sampel menggunakan random sampling technique. Metode penelitian yang digunakan yakni observasi dan wawancara. Tujuan dari penelitian ini adalah untuk menganalisis strategi penjualan kakao sehingga meningkatkan pendapatan petani kakao di Kabupaten Kolaka Utara. Jenis penelitian yang digunakan adalah deskriptif kualitatif. Adapun hasil penelitian menunjukkan bahwa permasalahan pemasaran kakao yang dihadapi adalah teknik pengolahan dan pemasaran tanaman kakao di Kolaka Utara belum maksimal. Kelompok petani kakao belum melakukan teknik pengolahan yang benar, serta kurangnya informasi mengenai saluran pemasaran bagi petani, padahal dari sudut pandang petani sebagai produsen, informasi mengenai saluran pemasaran yang efektif dan efisien merupakan salah satu hal yang dapat mendorong peningkatan produksi kakao. Dengan pengetahuan serta keterampilan tentang pemasaran produk hasil pertaniannya menggunakan E-Commerce diharapkan mampu mengatasi segala permasalahan yang muncul serta dapat menjadi bekal bagi petani dalam menjalani usaha pertaniannya ini dengan lebih baik lagi, mampu menembus wilayah pemasaran yang lebih luas, menarik minat beli lebih banyak lagi dari yang sebelumnya, dan pada akhirnya semua bermuara pada peningkatan volume penjualan dan pendapatan usaha sehingga kesejahteraan ekonomi petani lebih meningkat.
Analisis Perkembangan Pemahaman Part of Speech pada Mahasiswa Tingkat Pertama Teknik Komputer Sulfirani, Siti; Jumria; Sulham, Baso; Saputri, Yun
INTENS Jurnal Inovasi Sains Teknologi dan Bisnis Vol 2 No 1 (2025): UMKOTA Jurnal Inovasi Sains Teknologi dan Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, INTENS MKU

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Abstract

Understanding parts of speech is a fundamental component in learning English, particularly for first-year university students who are being introduced to basic grammatical structures. This study aims to analyze the development of parts of speech comprehension among first-year students in the Computer Engineering Program at the Institut Teknologi dan Sains Muhammadiyah Kolaka Utara. A descriptive method was employed, utilizing both qualitative and quantitative approaches. Data were collected from student assignments and their scores in the Mid-Semester Examination (UTS) and Final Semester Examination (UAS). The results indicate that most students showed significant improvement, with over 80% achieving grades of A or B. However, a number of students demonstrated stagnation or a decline in performance, which may be attributed to academic factors such as the complexity of UAS material and non-academic factors including motivation and learning preparedness. This study highlights the need for more interactive and contextual teaching methods, as well as additional guidance for students facing difficulties. With the right instructional strategies, students are expected to master parts of speech comprehensively, equipping them to meet both academic and professional challenges in the future.