PENERAPAN GAMIFIKASI BERBASIS POINT REWARD UNTUK MENINGKATKAN MOTIVASI DAN HASIL BELAJAR SISWA KELAS II SD MUHAMMADIYAH 16 SURAKARTA

Authors

  • Ghina Fadillah Putri Universitas Muhammadiyah Surakarta
  • Nadhia Pristy Universitas Muhammadiyah Surakarta
  • Vendra Oktareno Ardiansya Universitas Muhammadiyah Surakarta
  • Murfiah Dewi Wulandari Universitas Muhammadiyah Surakarta
  • Dwi Rakhmawati SD Muhammadiyah 16 Surakarta

DOI:

https://doi.org/10.23969/jp.v11i03.66913

Keywords:

gamification, point reward, learning motivation, learning achievement.

Abstract

The problem of low student motivation to learn is still a concern in learning. Interesting, fun and challenging experiences through gamification are very necessary in learning. The study aimed to describe the implementation of point reward-based gamification and examine its effectiveness in improving students' learning motivation and achievement. The research employed a Classroom Action Research (CAR) design consisting of two cycles, including planning, action, observation, and reflection. The participants were 28 second-grade students. Data were collected through observations, interviews, documentation, and pretests and posttests. The data were analyzed using descriptive quantitative and qualitative methods. The findings revealed that point reward-based gamification successfully increased students' learning motivation, as reflected in greater participation, discipline, focus, and collaboration during classroom activities. Students' academic achievement also improved significantly, with the mean score increasing from 60.00 on the pretest to 82.86 on the posttest, learning mastery reaching 82.1%, a significance value of 0.000 (p < 0.05), and an N-Gain score of 0.577 (moderate category). Therefore, point reward-based gamification is an effective instructional strategy for improving elementary students' learning motivation and academic achievement

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Published

2026-09-11