Weroh, Margaret Vinsensia Chelly
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Pengaruh Metode Gamifikasi terhadap Keaktifan Belajar Matematika Siswa Weroh, Margaret Vinsensia Chelly; Marhaeni, Nafida Hetty
Jurnal Pendidikan Tambusai Vol. 10 No. 1 (2026)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v10i1.36674

Abstract

Keaktifan belajar merupakan hal penting yang harus dimiliki siswa dalam proses pembelajaran, karena keaktifan dapat memicu rasa keingintahuan yang besar dan mengoptimalkan seluruh potensi yang dimiliki siswa. Penelitian ini bertujuan untuk menganalisis pengaruh metode gamifikasi terhadap keaktifan siswa. Jenis penelitian ini adalah kuasi eksperimen dengan desain non-equivalent control group design. Populasi penelitian ini mencakup 256 siswa kelas X di salah satu SMA di Yogyakarta, dengan sampel yang dipilih melalui Teknik purposive sampling yang terdiri dari kelas eksperimen yang menggunakan metode gamifikasi sebanyak 32 siswa, dan kelas kontrol yang menggunakan metode konvensional sebanyak 32 siswa. Instrument yang digunakan adalah angket keaktifan belajar matematika siswa yang mencakup aspek keterlibatan perilaku, keterlibatan emosional, dan keterlibatan kognitif. Hasil penelitian ini menunjukkan adanya peningkatan rata-rata skor keaktifan yang sangat signifikan pada kelas eksperimen sebesar 3,84 (dari 38,94 menjadi 42,78), sedangkan kelas kontrol justru mengalami penurunan rata-rata sebesar 1,22 (dari 42,66 menjadi 41,44). Meskipun hasil uji independent sample t-test menunjukkan nilai signifikansi sebesar 0,351 (Sig. > 0,05) yang berarti tidak terdapat perbedaan rata-rata akhir yang signifikan antara kedua kelas, namun metode gamifikasi terbukti efektif dalam meningkatkan keaktifan siswa pada kategori tinggi.
Systematic Literature Review of Contextual Interactive E-Modules Enhancing Students’ Creativity and Engagement in Mathematics Rita Hamid, Hilda Widia; Weroh, Margaret vinsensia chelly
Jurnal Mercumatika : Jurnal Penelitian Matematika dan Pendidikan Matematika Vol 10 No 1 (2025)
Publisher : Universitas Mercu Buana Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26486/498rdh55

Abstract

The use of technology in education was an important innovation to support the learning process, especially mathematics, which was often considered difficult and uninteresting by students. The low creativity and activeness of students in learning mathematics indicated the need for the development of more interactive and contextual learning media. The writing of this article aimed to contribute to the literature on the development of the interavtive learning media based on a contextual approach through the development of interactive e-modules to enhance students’ creativity and activeness. This approach was chosen to help students connect mathematical concepts with real life, thereby improving their understanding, creativity, and activeness in learning. The method used in this study was the SLR (Systematic Literature Review) method by analyzing 18 source articles using relevant databases such as Google Scholar, Open Knowledge, Research Rabbit, and Semantics. The literature review results showed that the development of contextual-based interactive e-modules had the potential to encourage students’ creativity and activeness in learning mathematics more effectively and practically in real-life applications. Moreover, the development of contextual-based interactive e-modules also aligned with the demands of 21st-century learning, which emphasized critical thinking, creative thinking, communication, and collaboration skills. Therefore, this innovation in learing media also prepared students to face challenges in the digitalization era