PERSPEKTIF CONNECTIVISME TERHADAP PENGGUNAAN MEDIA GAMIFIKASI DALAM PEMBELAJARAN DI SEKOLAH

Authors

  • Siti Nurjanah Universitas Muhammadiyah Surakarta
  • Pina Indah Sayekti Universitas Muhammadiyah Surakarta
  • Vitri Astuti Universitas Muhammadiyah Surakarta
  • Bambang Sumardjoko Universitas Muhammadiyah Surakarta
  • Endang Fauziati Universitas Muhammadiyah Surakarta

DOI:

https://doi.org/10.23969/jp.v9i03.15962

Keywords:

connectivism perspective, gamification media, learning at school

Abstract

This study aims to describe the characteristics of Stephen Downes' Connectivism learning theory, the application of gamification media, and the Connectivism perspective on the use of gamification media in learning. This research is a descriptive qualitative study conducted at MI Muhammadiyah Karanganyar. Data collection techniques included observation, interviews, and documentation. The results of this study show that overall, gamification media applications such as Wordwall, Marbel Budaya Nusantara, and Quizizz have proven effective in enhancing engagement, motivation, collaboration, critical thinking skills, and appreciation for local culture. The integration of digital technology in learning through gamification can create a more engaging and productive learning environment for students. The use of gamification aligns with the principles of connectivism, where learning is considered a process that occurs within a network of social interactions and connections with various sources of information.

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Published

2024-09-05