ENTITA: Jurnal Pendidikan Ilmu Pengetahuan Sosial dan Ilmu-Ilmu Sosial
Special Edition: Renaisans 1st International Conference of Social Studies

Edugamifikasi: Transformasi Pembelajaran Bahasa Indonesia dalam Keterampilan Berbahasa Siswa

Siti Rohmatun (Unknown)
Mochamad Arifin Alatas (Unknown)
Aria Indah Susanti (Unknown)



Article Info

Publish Date
05 May 2025

Abstract

Learning language skills at the junior high school level often encounters challenges, particularly low student motivation due to the continued use of conventional teaching methods. As a result, the implementation of edugamification emerges as an innovative alternative to boost student interest and improve the effectiveness of the learning process. This study aims to explore how the integration of edugamification can enhance listening, speaking, reading, and writing skills among eighth-grade students at SMP Plus Al-Ibrohimy. A qualitative approach with a case study design was employed in this research. Data were collected from both primary and secondary sources, involving Indonesian language teachers who had not previously applied edugamification, eighth-grade students actively participating in lessons, and supporting documents and materials related to this method. Thematic analysis was used to process the data, with conclusions drawn from the observed changes in edugamification-based learning. The findings revealed that the "Listening Detective" activity effectively enhanced students' listening abilities by improving their focus, motivation, comprehension of the material, and fostering better interaction and collaboration within the classroom. The use of "Role-Playing Reading" significantly strengthened students' analytical reading skills and motivation by offering interactive, challenging, and cooperative learning experiences, making the lessons more engaging and meaningful. Similarly, the "Creative Word Chain" game contributed positively to the development of students' writing abilities by stimulating creativity, teamwork, and cultivating a fun and innovative learning environment. For speaking skills, the "Guess the Style" game successfully boosted students' confidence, spontaneity, and enthusiasm, while promoting a more dynamic and participatory classroom atmosphere.

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Journal Info

Abbrev

entita

Publisher

Subject

Humanities Economics, Econometrics & Finance Education Social Sciences

Description

Journal of ENTITA focuses on any articles dealing with social science and social studies either in forms of conceptual ideas or research results from various ...