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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