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
Kata Kunci: Gamifikasi, Wordwall, Quizizz, Pembelajaran berbasis game

Abstrak

Penelitian ini dilatarbelakangi oleh permasalahan kejenuhan siswa dalam proses pembelajaran dikarenakan strategi mengajar yang monoton. Tujuan dari penelitian ini untuk mengetahui gamifikasi dalam pembelajaran BTQ dan peran dari pembelajaran berbasis gamifikasi ini. Subjek pada penelitian ini yakni seluruh Kelas VII dan VIII yang berjumlah 19 kelas di SMPN 1 Candi.

Metode penelitian yang digunakan yakni metode penelitian deskriptif kualitatif.

Hasil dari penelitian ini yakni Gamifikasi pada pembelajaran terletak pada pengembangan strategi yang efektif dalam proses pembelajaran tersirat pada kedalaman analisis kondisi dan perangkat pembelajaran yang tersedia. Peran gamifikasi dalam pembelajaran mampu mengasosiasikan perasaan fun, membentuk pengetahuan kolektif bagi siswa, meningkat motivasi siswa dalam mengerjakan tugas dan mampu meningkatkan kecenderungan aktif mengerjakan tugas meski dengan berkurangnya ketelitian karena time in game.

Kata Kunci   : Gamifikasi, Wordwall, Quizizz, Pembelajaran berbasis game.

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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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Diterbitkan
2021-12-22