Journal of Pedagogical and Teacher Professional Development
Vol. 1 No. 1 (2024): Journal of Pedagogical and Teacher Professional Development, July 2024

Penerapan Gamifikasi berbasis Web untuk Meningkatkan Motivasi Belajar Sejarah Islam pada Siswa Kelas 4 SDN 2 Jetis Situbondo

Supyan, Moh. (Unknown)
Dasuki, Moh. (Unknown)
Sa’idah, Siti Nur (Unknown)



Article Info

Publish Date
27 Oct 2024

Abstract

Penelitian ini bertujuan untuk meningkatkan motivasi belajar siswa kelas 4 SD Negeri 2 Jetis Situbondo dalam mata pelajaran Sejarah Islam melalui penerapan gamifikasi berbasis web. Metode penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK) dengan model Kemmis dan McTaggart, yang terdiri dari tiga siklus. Setiap siklus terdiri dari tahap perencanaan, pelaksanaan, observasi, dan refleksi. Hasil penelitian menunjukkan bahwa penerapan gamifikasi berbasis web efektif dalam meningkatkan motivasi belajar dan pemahaman siswa terhadap materi Sejarah Islam. Persentase ketuntasan belajar siswa meningkat dari 69,2% pada Siklus 1 menjadi 92,3% pada Siklus 3. Penerapan gamifikasi berbasis web menciptakan suasana belajar yang lebih menarik dan interaktif, serta meningkatkan partisipasi aktif siswa dalam pembelajaran. Penelitian ini menyarankan agar gamifikasi diterapkan pada mata pelajaran lain di jenjang pendidikan dasar.This study aims to enhance the learning motivation of 4th grade students at SD Negeri 2 Jetis in Islamic History subjects through the implementation of web-based gamification methods. The research method used is Classroom Action Research (CAR) with the Kemmis and McTaggart model, consisting of three cycles. Each cycle involves planning, implementation, observation, and reflection stages. The results showed that the application of web-based gamification methods was effective in improving students' learning motivation and understanding of Islamic History materials. The percentage of student learning mastery increased from 69.2% in Cycle 1 to 92.3% in Cycle 3. The use of web-based gamification created a more engaging and interactive learning environment, significantly increasing students' active participation in learning. This research suggests that the gamification method can be applied to other subjects at the elementary education level to enhance the quality of learning.

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Journal Info

Abbrev

jptpd

Publisher

Subject

Education Other

Description

The Journal of Pedagogical and Teacher Professional Development aims to bridge the gap between practice and research by providing a platform for sharing information, views, opinions, and insights on teacher training programs, teaching methodologies, educational theories, classroom management ...