PENERAPAN METODE GAMIFIED LEARNING BERBASIS MEDIA PLATFORM EDUCAPLAY UNTUK MENINGKATKAN KEAKTIFAN BELAJAR PADA SISWA KELAS V SDN DUPAK 1 SURABAYA
DOI:
https://doi.org/10.23969/jp.v9i04.18429Keywords:
active learning, gamified learning methods, educaplayAbstract
This research was motivated by the lack of active learning among class V students at SDN Dupak 1 Surabaya. This happens because teachers are still too monotonous in applying learning methods and media. The aim of this research is to increase student learning activity in the classroom learning process through the application of a gamified learning method based on the interactive educational game Educaplay. This research uses the Classroom Action Research method in two cycles. Each cycle is carried out with four stages of activity, namely planning, action, observation and reflection. The subjects in this research were class V students at SDN Dupak 1 Surabaya with a total of 30 students. The results of the pre-cycle research showed that the average result of student activity was 34.9%, while in cycle I the percentage was 56.7% and increased by 80.7% in cycle II. Thus, it can be concluded that the use of gamified learning methods based on the Educaplay media platform can increase the learning activity of class V students at SDN Dupak 1 Surabaya.Downloads
References
Atika, P., & Febriyanto, P. T. (2023). The Effect Of Gamified Learning Method On Students Thematic Learning Outcomes Ips Load. Maktab: Jurnal Pendidikan dan Teknologi, 2(2), 48-57.
Basir, M., Bayu, A. T., & Sudrajat, A. (2021). Meningkatkan Keaktifan Belajar Siswa Melalui Media Interaktif Pada Pembelajaran PJOK Secara Online. Seminar Nasional (STKIP Kusuma Negara), 48-55.
Dianita, E., et al. (2024). Pengembangan Game Educaplay Sebagai Media Pembelajaran Pkn Siswa Kelas V Sd Negeri 1 Talang Padang. Cendikia Jurnal Pendidikan dan Pengajaran, 2(7), 275-282.
Dityaningsih, D., Astriyani, A., & Eminita, V. (2020). Pengaruh Game Edukasi Quizizz Terhadap Keaktifan dan Hasil Belajar Matematika Siswa. Prosiding Seminar Nasional Penelitian LPPM UMJ, 1-8.
Fitriana, N. (2023). Peningkatan Keaktifan Peserta Didik Melalui Media Persentasi Classpoint Dan Game Edukasi (Quizizz & Kahoot) Pada Pembelajaran Kimia. ACTION : Jurnal Inovasi Penelitian Tindakan Kelas dan Sekolah, 3(1), 35-41.
Paling, S., et al. (2023). Belajar dan Pembelajaran. Deli Serdang: PT. Mifandi Mandiri Digital.
Prasetya, S. A., Harsan, T., & Hadiprasetyo, K. (2022). Peningkatan Keaktifan dan Hasil Belajar Melalui Penerarapan Model Pembelajaran Discovery Learning. Educatif : Journal of Education Research, 4(4), 17-25.
Prasetyo, A. D., & Abduh, M. (2021). Peningkatan Keaktifan Belajar Melalui Model Discovery Learning Di Sekolah Dasar. Jurnal Basicedu, 5(4), 1717-1724.
Utami, M. D., Subroto, W. T., & Hendratno. (2023). Peningkatan Keaktifan Belajar Peserta Didik melalui Media Quiziz dalam Pembelajaran IPS Kelas V. Journal of Education Research, 4(4), 2420-2425.
Downloads
Published
Issue
Section
License
Copyright (c) 2024 Pendas : Jurnal Ilmiah Pendidikan Dasar

This work is licensed under a Creative Commons Attribution 4.0 International License.