PENGGUNAAN GAMIFICATION BERBASIS TEKNOLOGI TERHADAP KEMAMPUAN BERPIKIR KREATIF SISWA PADA PELAJARAN PENDIDIKAN PANCASILA DI SEKOLAH DASAR

Authors

  • Nurul Musabbikhati Pendidikan Guru Sekolah Dasar, Fakultas Ilmu Pendidikan, Universitas PGRI Adi Buana Surabaya
  • Reza Rachmadtullah Pendidikan Guru Sekolah Dasar, Fakultas Ilmu Pendidikan, Universitas PGRI Adi Buana Surabaya

DOI:

https://doi.org/10.23969/jp.v10i01.22697

Keywords:

gamification method, creative thinking skills

Abstract

This research was motivated by the low ability of students to think creatively in the learning process. One effort to improve this ability is to apply an interesting and fun learning method, namely the technology-based gamification method. This research aims to determine the effect of applying the gamification method on students' creative thinking abilities in Pancasila Education lessons in class IV elementary school. This research uses a quantitative approach with an experimental type of research, using a one group pretest-posttest design. The research subjects were 28 students in class IV-B at SDN Sumur Welut III/440 Surabaya. Data was collected through pretest and posttest instruments to measure students' creative thinking abilities before and after being given treatment in the form of a gamification method. The research results showed that there was a significant increase in students' creative thinking abilities after implementing the technology-based gamification method. This proves that the gamification method is not only effective in creating a pleasant learning atmosphere, but is also able to encourage students to think more creatively in understanding Pancasila Education material. Thus, this method can be an innovative learning alternative to improve the quality of education, especially in developing students' creative thinking skills at the elementary school level.

Downloads

Download data is not yet available.

References

Aminah, S., Ramawani, N., Azura, N., Fronika, S., Meitha Hasanah, S., & Salsabillah, T. (2022). Pengaruh Metode Belajar Sambil Bermain Terhadap Perkembangan Kognitif Anak Usia Sekolah Dasar. Science and Education Journal (SICEDU), 1(2), 465–471. https://doi.org/10.31004/sicedu.v1i2.66

Balaka, M. Y. (2022). Metode penelitian Kuantitatif. Metodologi Penelitian Pendidikan Kualitatif, 1, 130.

Bantun, S., Setyosari, P., Ulfa, S., Praherdhiono, H., & Sari, J. Y. (2024). Pengembangan Aplikasi Mobile dengan Pendekatan Gamifikasi dalam Pembelajaran Matematika di Sekolah Dasar. INFORMAL: Informatics Journal, 8(3), 234. https://doi.org/10.19184/isj.v8i3.43856

Bate’e, A. K., Derana Laoli, J., Rasti, D. S., & Wijaya Lase, I. (2023). Penerapan Metode Permainan Untuk Meningkatkan Minat Belajar Siswa Sekolah Dasar. C.E.S.2023 Confrence Of Elementary Studies, 48.

Fadilla, D. A., & Nurfadhilah, S. (2022). Penerapan Gamification Untuk Meningkatkan Motivasi Belajar Siswa Dalam Pembelajaran Jarak Jauh. Inovasi Kurikulum, 19(1), 33–43. https://doi.org/10.17509/jik.v19i1.42778

Firdos, I. I., Permatasari, I., Rahmawati, M., & Wahyono, W. (2023). Peranan Teknologi Dalam Mengembangkan Inovasi Pembelajaran Pada Pendidikan Sekolah Dasar. Social, Humanities, and Educational Studies (SHES): Conference Series, 6(1), 33. https://doi.org/10.20961/shes.v6i1.71026

Jingga Pramesti Pujianingsih, Khusnul Khotimah, Rahma Putri Wibowot, & Seillamitha Octaviona Lorenza. (2024). Gamification: Meningkatkan Motivasi Belajar Siswa Di Sekolah Dasar. Jurnal Pendidikan, Bahasa Dan Budaya, 3(1), 69–76. https://doi.org/10.55606/jpbb.v3i1.2713

Khaira, W., Muhajir, Aisyah, & Firmawati. (2024). Mengenali Karakter Anak. Bansigom: Jurnal Kolaborasi Akademika, 1(1), 1–13. https://doi.org/10.26811/xxxx.xxxx.xxxx

Khoerudin, C. M., Alawiyah, T., & Sukarliana, L. (2023). Meningkatkan Kemampuan Berpikir Kreatif Peserta Didik Melalui Teknik Divergent Thinking dan Mind Mapping Dalam Pembelajaran PPKn. Jurnal Kewarganegaraan, 20(1), 27. https://doi.org/10.24114/jk.v20i1.43785

Lawalata, D., Isabella Palma, Dj., & Sri Pratini, H. (2020). Model Pembelajaran Kooperatif Berbasis Gamifikasi Untuk Meningkatkan Kemampuan Strategi Matematis Dan Motivasi Belajar Siswa. In Prosandika Unikal (Prosiding Seminar Nasional Pendidikan Matematika Universitas Pekalongan), 1, 255–266.

M. Junaidi1, M. Rama Jura2, K. Mustapa3, S. H. V. (2021). Analisis Kemampuan Berpikir Kreatif Siswa Di Masa Pandemi Covid-19 Pada Materi Ikatan Kimia Sma Negeri 1 Ampana Kota. Jurnal Banua Oge Tadulako, 2(November), 7–10.

Mardiyana, I. I., Haryemi, I., & Belajar, K. (2024). Pengembangan Bahan Ajar Berbasis Gamification Terhadap Keefektifan Belajar Siswa Materi Ipas Pendahuluan Dunia pendidikan tak lepas dari pengaruh perkembangan teknologi informasi yang kian pesat di era globalisasi . Kemajuan teknologi yang mendunia telah . 12(1), 14–22.

Meilina. (2023). Pendekatan Gamifikasi untuk Meningkatkan Kemampuan Berfikir Kritis Matematika Siswa Preschool: Studi Kuasi Eksperimental. EL-Muhbib Jurnal Pemikiran Dan Penelitian Pendidikan Dasar, 7(2), 247–257. https://doi.org/https://doi.org/10.52266/

Muharram, M. rijal, & Widani. (2021). Gamifikasi dalam Pembelajaran Matematika Melalui Productive Struggle Sebagai Solusi Pembelajaran Selama Pandemi. COLLASE (Creative of Learning Students Elementary Education), 4(2), 266–277.

Nasution, A. J., Meilyani, M., Ramadhani, N., & Siregar, L. (2023). Konsep Globalisasi Dalam Buku Pelajaran PKN di MI/SD. EduInovasi: Journal of Basic Educational Studies, 3(2), 190–199. https://doi.org/10.47467/edui.v3i2.3165

Novianti, A. E. (2024). Meningkatkan Kemampuan Membaca, Menulis dan Berbicara dalam Bahasa Indonesia pada Peserta Didik Kelas 1 Sekolah Dasar Melalui Gamifikasi. Jurnal Syntax Admiration, 5(2), 612–630. https://doi.org/10.46799/jsa.v5i2.1043

Permatasari, A. Y. (2023). BAB II Tinjauan Pustaka BAB II TINJAUAN PUSTAKA 2.1. 1–64. Gastronomía Ecuatoriana y Turismo Local., 1(69), 5–24.

Pradnyana, I. K. A., Pradnyana, I. M. A., & Suyasa, P. W. A. (2020). Pengembangan Multimedia Pembelajaran Interaktif Ppkn Untuk Siswa Tunagrahita Dengan Konsep Gamifikasi. Jurnal Pendidikan Teknologi Dan Kejuruan, Vol.17(2), 166–176.

Rachmadtullah, R., Pramujiono, A., Setiawan, B., & Retnani Srinarwati, D. (2022). Teacher’s Perception of the Integration of Science Technology Society (STS) into Learning at Elementary School. KnE Social Sciences, 2022, 202–209. https://doi.org/10.18502/kss.v7i19.12442

Rachmadtullah, R., Setiawan, B., Wasesa, A. J. A., & Wicaksono, J. W. (2023). Elementary school teachers’ perceptions of the potential of metaverse technology as a transformation of interactive learning media in Indonesia. International Journal of Innovative Research and Scientific Studies, 6(1), 128–136. https://doi.org/10.53894/ijirss.v6i1.1119

Rahayu, I. T., Pramuswari, M. F., Santya., M., Oktariani, R., & Fatimah, S. (2023). Analisis Hasil Pengaruh Perkembangan Iptek Terhadap Hasil Belajar Siswa Sd/Mi. HYPOTHESIS : Multidisciplinary Journal of Social Sciences, 01(2), 97–110.

Rahmatullah, S. S., Mulyadiprana, A., & Ganda, N. (2022). Pengaruh Model Pembelajaran Gamification Terhadap Partisipasi Siswa Kelas Vi Sekolah Dasar. PADARINGAN (Jurnal Pendidikan Sosiologi Antropologi), 4(3), 150. https://doi.org/10.20527/pn.v4i3.6287

Rasmitadila, Aliyyah, R. R., Rachmadtullah, R., Samsudin, A., Syaodih, E., Nurtanto, M., & Tambunan, A. R. S. (2020). The perceptions of primary school teachers of online learning during the covid-19 pandemic period: A case study in Indonesia. Journal of Ethnic and Cultural Studies, 7(2), 90–109. https://doi.org/10.29333/ejecs/388

Saputra, J., & Noviyanti, S. (2022). Jurnal tonggak pendidikan dasar. 1(1), 11–33.

Setiawan, B., Rachmadtullah, R., Sugandi, E., Farid, D. A. M., & Iasha, V. (2023). The Utilization of Augmented Reality to Improve the Interpersonal Intelligence of Elementary School Students (Issue Icliqe 2022). Atlantis Press SARL. https://doi.org/10.2991/978-2-38476-114-2_34

Yulianti, R., Samsudin, A., & Mariam, S. N. (2023). Penerapan Model Problem Based Learning Berbasis Lingkungan untuk Mengetahui Gambaran Kemampuan Berfikir Kreatif Pada Siswa Kelas II Sekolah Dasar. Sebelas April Elementary Education (SAEE), 2(1), 80–87. https://ejournal.unsap.ac.id/index.php/saee

Downloads

Published

2025-03-19