Sumbula : Jurnal Studi Keagamaan, Sosial dan Budaya
Vol 6 No 2 (2021): Sumbula: Jurnal Studi Keagamaan, Sosial dan Budaya

Peran Pembelajaran Berbasis Gamifikasi Menggunakan Wordwall dan Quizizz di SMP Negeri 1 Candi Sidoarjo

Ainna Al Firdausi (Universitas Islam Negeri Sunan Ampel Surabaya)
Aulia Farida Zamani (Universitas Islam Negeri Sunan Ampel Surabaya)
Azza Agustina Rahma (Universitas Islam Negeri Sunan Ampel Surabaya)



Article Info

Publish Date
22 Dec 2021

Abstract

This research is motivated by the problem of student saturation in the learning process due to the monotonous teaching strategy. This study aims to determine gamification in BTQ learning and the role of this gamification-based learning. The subjects in this study were all grades VII and VIII, totaling 19 classes at SMPN 1 Candi. This research uses descriptive qualitative research methods. The results of this study are Gamification in learning lies in the development of effective strategies in the learning process implied in the depth of analysis of the conditions and available learning tools. The role of gamification in learning is able to associate feelings of fun, form collective knowledge for students, increase student motivation in doing assignments and be able to increase the tendency to actively work on assignments even with reduced accuracy due to time in games. Keywords : Gamification, Wordwall, Quizizz, Game-based learning.

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Journal Info

Abbrev

sumbula

Publisher

Subject

Religion Education

Description

Jurnal Studi Keagamaan, Sosial dan Budaya – adalah jurnal ilmiah yang diterbitkan oleh Fakultas Agama Islam Universitas Darul ‘Ulum Jombang. Jurnal ini memiliki spesifikasi sebagai media untuk mengkomunikasikan hasil-hasil penelitian yang berkaitan dengan bidang keagamaan, sosial dan budaya. ...