Nurdiyati Aleng
Universiteas Muhammadiyah Makassar

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EFEKTIVITAS METODE GAMIFIKASI BERBASIS KOMPUTER DAN GAMES TERHADAP HASIL BELAJAR SISWA KELAS VIII SMP MUHAMMADIYAH KAMPUNG BARU: Penelitian pendidikan Jumiati Samidun; Nurdiyati Aleng
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 04 Desember 2024 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4817

Abstract

This research examines the effectiveness of computer and games-based gamification methods on student learning outcomes in informatics subjects for eighth-grade students at SMP Muhammadiyah Kampung Baru. The study addresses the low student learning outcomes in informatics subjects caused by several factors, such as monotonous learning processes that only apply conventional teaching methods, and unmotivated students resulting in one-way communication. Given these problems, the main objective is to improve the effectiveness of learning outcomes in informatics subjects for eighth-grade students at SMP Muhammadiyah Kampung Baru using computer and games-based gamification methods. This experimental research uses a quantitative approach with a one-group pretest-posttest design. The research population consists of eighth-grade students, comprising one class with 11 students. Using total sampling as the experimental group, data collection involves written tests to measure student learning outcomes and documentation. The results obtained from this study show that 6 students are categorized as high achievers, 5 students as moderate achievers, with no students in the low category. This indicates that the use of computer and games-based gamification methods is quite effective in improving student learning outcomes. This is also evidenced by the average (Mean) N-Gain Score of 64.81%, which falls within the 56-75% range, interpreted as Quite Effective.