The Influence of Applying Gamification Learning Models on Students' Motivation to Learn Indonesian Students

Maulida Rizkiya Harahap, Siti Maulidiyah, Putri Melani

Abstract


This study aims to determine the effect of the gamification learning model on the learning motivation of sixth-grade students in learning the Indonesian language. The type of research used is quantitative with a quasi-experimental research design; this design was chosen because the researcher used two classes or control group design, namely the experimental class and the control class. This research was conducted at UPT SDN 066652. The sample in this research consisted of 44 people from two classes, A and B. Data collection was obtained through direct field observation. The data obtained from the observations will be analyzed using SPSS. Gamification is the use of game-based thinking elements to provide effects or motivation to students when solving problems. The aim of gamification is to evoke not only curiosity but also positive emotions such as competitiveness, enjoyment, optimism, and pride in the results achieved. The motivation to learn is an effort that arises within oneself to engage in learning activities, ensure the continuity of learning activities, and provide direction to those learning activities in order to achieve the desired goals. Therefore, this research aims to determine the "Effect of applying gamification learning models on the motivation to learn IPAS in sixth-grade students."


Keywords


Gamification, Learning Motivation, Learners

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References


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DOI: https://doi.org/10.30596/ejoes.v6i2.25648

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(EJOES) Educational Journal of Elementary School

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