Peran Pembelajaran Berbasis Gamifikasi Menggunakan Wordwall dan Quizizz di SMP Negeri 1 Candi Sidoarjo

  • Ainna Al Firdausi Universitas Islam Negeri Sunan Ampel Surabaya
  • Aulia Farida Zamani Universitas Islam Negeri Sunan Ampel Surabaya
  • Azza Agustina Rahma Universitas Islam Negeri Sunan Ampel Surabaya
Keywords: Gamification, Wordwall, Quizizz, Game-based learning

Abstract

This research is motivated by the problem of student saturation in the learning process due to the monotonous teaching strategy. This study aims to determine gamification in BTQ learning and the role of this gamification-based learning. The subjects in this study were all grades VII and VIII, totaling 19 classes at SMPN 1 Candi.

This research uses descriptive qualitative research methods.

The results of this study are Gamification in learning lies in the development of effective strategies in the learning process implied in the depth of analysis of the conditions and available learning tools. The role of gamification in learning is able to associate feelings of fun, form collective knowledge for students, increase student motivation in doing assignments and be able to increase the tendency to actively work on assignments even with reduced accuracy due to time in games.

Keywords        :           Gamification, Wordwall, Quizizz, Game-based learning.

Author Biography

Ainna Al Firdausi, Universitas Islam Negeri Sunan Ampel Surabaya

Sumbula : Jurnal Studi Keagamaan, Sosial dan Budaya
Fakultas Agama Islam Universitas Darul ‘Ulum Jombang
p-ISSN 2528-2867
e-ISSN 2549-3900

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Published
2021-12-22
How to Cite
Ainna Al Firdausi, Aulia Farida Zamani, & Azza Agustina Rahma. (2021). Peran Pembelajaran Berbasis Gamifikasi Menggunakan Wordwall dan Quizizz di SMP Negeri 1 Candi Sidoarjo. Sumbula: Jurnal Studi Keagamaan, Sosial Dan Budaya, 6(2), 162-182. https://doi.org/10.32492/sumbula.v6i2.4557