Andi Adam
Penidikan Guru Sekolah Dasar Universitas Muhammadiyah Makassar

Published : 1 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 1 Documents
Search

GAMIFIKASI DALAM PENGEMBANGAN BAHAN AJAR : STRATEGI PENINGKATAN MOTIVASI BELAJAR DI ERA GEN Z Ria Amelia Hasbullah; Feby Rezky Awaliyah; Andi Adam; Hj Mastia
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2026): Volume 11 No. 04 Desember 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8325

Abstract

Learning in this digital era faces new challenges, particularly in addressing the characteristics of Generation Z, who grew up in a digital and visual environment. The gap between conventional methods and Gen Z's learning needs leads to low motivation, especially in subjects considered difficult. This article explores gamification as a strategy for developing adaptive teaching materials and analyzes its effectiveness in increasing learning motivation. Through a literature review based on ARCS and Self-Determination Theory (SDT), the integration of game elements into learning design, implementation challenges, and solutions are examined. The study results indicate that gamification can stimulate intrinsic and extrinsic motivation, encourage active learning, and create enjoyable learning experiences. However, its effectiveness depends on teacher readiness, technological skills, and appropriate instructional design. Gamification is therefore positioned as a relevant pedagogical strategy for shaping a dynamic learning ecosystem in the digital era.