Gamifikasi Berbantuan Quizizz pada Pembelajaran Kata Serapan Bahasa Indonesia di SMP Negeri 7 Kota Cirebon - Firdaus, Ahmad Alif; Uswati, Tati Sri (Jurnal Guru Indonesia, 2025)
Keterlibatan siswa dalam pembelajaran kosakata, khususnya pada materi kata serapan Bahasa Indonesia, cenderung masih rendah. Penelitian ini bertujuan untuk mendeskripsikan bentuk partisipasi siswa serta pengalaman dalam pembelajaran kata serapan berbasis gamifikasi menggunakan platform Quizizz. Menggunakan pendekatan kualitatif deskriptif, data dikumpulkan melalui observasi, wawancara, dan angket terhadap siswa kelas IX F SMPN 7 Kota Cirebon. Hasil penelitian menunjukkan bahwa gamifikasi berdampak positif terhadap keterlibatan siswa dalam tiga dimensi berupa perilaku yang mencakup keaktifan selama pembelajaran; kognitif yang terlihat dari penggunaan strategi dalam menjawab soal serta adanya peningkatan pemahaman terhadap materi; serta emosional yang tercermin dalam antusiasme berkompetisi. Fitur leaderboard, nilai, dan batas waktu turut menciptakan suasana belajar yang menyenangkan dan kompetitif. Gamifikasi berbantuan Quizizz dapat dijadikan strategi alternatif dalam pengembangan pembelajaran Bahasa Indonesia, khususnya materi kosakata, serta diadaptasi dalam penyusunan modul ajar yang selaras dengan prinsip Kurikulum Merdeka.Quizizz-Assisted Gamification in Learning Indonesian Loanwords at SMP Negeri 7, Cirebon CityStudent engagement in vocabulary learning, particularly in Indonesian loanword material, tends to remain low. This study aims to describe the forms of student participation and experiences in loanword learning based on gamification using the Quizizz platform. Using a descriptive qualitative approach, data were collected through observation, interviews, and questionnaires with ninth-grade students at SMPN 7 Cirebon City. The results of the study indicate that gamification has a positive impact on student engagement in three dimensions: behavioral which includes activity during learning; cognitive, which is seen in the use of strategies in answering questions and an increase in understanding of the material; and emotionalke which is reflected in students’ feelings of enjoyment, motivation, and emotional connection to the learning process. Features such as leaderboards, scores, and time limits also create a fun and competitive learning environment. This implies that gamification assisted by Quizizz can be used as an alternative strategy in the development of Indonesian language learning, particularly vocabulary material, and adapted in the design of teaching modules aligned with the principles of the Merdeka Curriculum.