Yohana Patricia Pedhu Lobe
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Enhancing Junior High School Students’ Motivation in Physics Learning through Kahoot! Based Gamification: An ARCS Model Approach Maria Yuliana Kua; Egidius Dewa; Yohana Patricia Pedhu Lobe
Jurnal Pendidikan Fisika Vol. 13 No. 3 (2025): PENDIDIKAN FISIKA
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/5ahhrt95

Abstract

Motivation plays a pivotal role in shaping students’ engagement and achievement, particularly in subjects such as physics that are often perceived as difficult and abstract. Numerous studies have shown that low motivation among junior high school students contributes to poor performance and limited participation. This highlights the urgency of innovative instructional approaches that can foster interest and persistence. Gamification has emerged as a promising solution, with platforms such as Kahoot! providing interactive features designed to increase student engagement through competition, feedback, and collaboration. The objective of this study was to examine the effectiveness of Kahoot!-based gamification in enhancing students’ learning motivation in physics, measured comprehensively using Keller’s ARCS model (Attention, Relevance, Confidence, and Satisfaction). A quasi-experimental design with a one-group pretest–posttest approach was employed, involving 175 eighth-grade students from six junior high schools in East Nusa Tenggara, Indonesia. Data were collected through a validated ARCS-based motivation questionnaire and analyzed using descriptive statistics, the Wilcoxon Signed-Rank Test, effect size calculation, and normalized gain (N-Gain). The findings revealed a significant increase in students’ motivation, with overall scores rising from 3.15 to 4.10, a large effect size (r = 0.85), and a medium N-Gain (0.51). The greatest improvement occurred in attention, while satisfaction increased the least. These results confirm that Kahoot! effectively improves multiple dimensions of motivation and demonstrates its value as an innovative tool for fostering interactive, student-centered learning in physics. The novelty of this study lies in applying the ARCS framework to analyze gamification outcomes in junior high school physics. The contribution of this study lies in demonstrating that gamification, particularly through Kahoot!, can effectively enhance multiple dimensions of learning motivation in physics. Furthermore, the findings enrich the body of knowledge on gamification in science education and present valuable implications for improving physics learning in Indonesia and comparable educational contexts.
Penerapan Deep Learning pada Materi Tekanan untuk Meningkatkan Keterampilan Berpikir Kritis Siswa SMP Maria Yuliana Kua; Yohana Patricia Pedhu Lobe; Maria Herkuliani Bhoki Sebo; Mario Ama Moza; Lidia Keda
Jurnal Keguruan dan Ilmu Pendidikan (JKIP) Vol. 4 No. 1 (2026): Januari
Publisher : Perkumpulan Cendekia Muda Kreatif Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61116/jkip.v4i1.877

Abstract

Pembelajaran IPA pada materi tekanan menuntut pemahaman konseptual yang mendalam serta keterampilan berpikir kritis dalam menganalisis hubungan antara gaya, luas bidang tekan, dan fenomena tekanan. Namun, pembelajaran di kelas masih cenderung bersifat konvensional sehingga belum optimal dalam mengembangkan keterampilan berpikir kritis siswa. Penelitian ini bertujuan untuk menganalisis pengaruh penerapan pendekatan Deep Learning pada materi tekanan terhadap peningkatan keterampilan berpikir kritis siswa SMP. Penelitian menggunakan pendekatan kuantitatif dengan desain pre-eksperimental tipe one-group pretest–posttest. Subjek penelitian adalah 28 siswa kelas VIII SMP Negeri 5 Bajawa. Pembelajaran dilaksanakan dengan mengintegrasikan prinsip meaningful, mindful, dan joyful learning melalui kegiatan eksperimen sederhana, diskusi kelompok, pemecahan masalah kontekstual, serta refleksi. Data dikumpulkan menggunakan tes keterampilan berpikir kritis dan lembar observasi aktivitas siswa, dianalisis secara deskriptif. Hasil penelitian menunjukkan bahwa rerata skor keterampilan berpikir kritis meningkat dari 60,23 pada pretest menjadi 82,15 pada posttest. Peningkatan terjadi pada seluruh indikator, meliputi kemampuan menganalisis, mengevaluasi informasi, menarik kesimpulan, dan memberikan solusi. Aktivitas siswa selama pembelajaran berada pada kategori sangat baik dengan rerata 86,5%. Simpulan penelitian, pendekatan Deep Learning efektif meningkatkan keterampilan berpikir kritis siswa pada materi tekanan. Pendekatan ini dapat dijadikan alternatif strategi pembelajaran IPA untuk mendukung pengembangan keterampilan berpikir tingkat tinggi sesuai tuntutan pembelajaran abad ke-21.