Pendas : Jurnah Ilmiah Pendidikan Dasar
Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Release

PENGARUH GAMIFIKASI TERHADAP SELF-REGULATED LEARNING PADA PEMBELAJARAN MATEMATIKA KELAS V SD




Article Info

Publish Date
25 Apr 2026

Abstract

This study focuses on students' lack of self-regulated learning (SRL) abilities in mathematics learning, particularly in the topic of whole numbers up to 1,000,000. Teacher-centered learning reduces student engagement and hinders proper participation in the learning process. Students must be able to manage their learning progress independently. Therefore, the implementation of gamification is crucial to encourage student engagement and independence in the learning process. This study aims to examine the effect of gamification implementation on self-regulated learning (SRL) of fifth-grade elementary school students. The method used in this study is a quantitative approach with a pre-experimental design, namely a one-group pretest-posttest design. The study was conducted on fifth-grade students of SDN Nagasari II. Data collection techniques were carried out through pretests and posttests using SRL questionnaires. The results of the study showed a substantial effect of gamification on students' self-regulated learning (SRL), with a significance value (Sig.) of 0.000 <0.05. This indicates the acceptance of the alternative hypothesis (H1). Thus, the implementation of gamification in mathematics learning has shown effectiveness in improving students' self-regulated learning.

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Journal Info

Abbrev

pendas

Publisher

Subject

Other

Description

Pendas : Jurnah Ilmiah Pendidikan Dasar is a journal published twice a year, namely in June and December that aims to be a forum for scientific publications to pour ideas and studies complemented with the results of research related to primary school education. To achieve this, basic education ...