Gamification Learning Framework for Improving Students' Learning Motivation

Authors

  • Putri Norma Yurissa MIN 3 Jombang, Jawa Timur, Indonesia
  • La Kamadi Universitas Negeri Makassar, Indonesia
  • Sofyan Haeruddin SMP Negeri 18 Makassar, Indonesia

DOI:

https://doi.org/10.51574/ijrer.v1i2.285

Keywords:

Gamification Learning, Motivation, Online Learning

Abstract

The Covid-19 pandemic necessitates full virtual or online learning by educational entities. Students' excitement for studying decreases throughout online learning, making them appear inactive during the learning process. The goal of this study is to see if using gamification in virtual learning may boost students' enthusiasm to learn. This type of study employs classroom action research with a total of 93 students from class IV at MIN 3 Jombang in the odd semester of the 2021/2021 academic year. Questionnaires and observations were employed to obtain data. A questionnaire was employed to conduct this study. Descriptive quantitative data analysis was utilized to analyze the data. The percentage of typical class students' learning motivation increased from 77.84 percent in the first cycle to 90.32 percent in the second cycle, meeting the study's 80 percent success threshold. According to the findings, the use of gamification in learning could improve the learning motivation of fourth-grade students at MIN 3 Jombang.

References

Aditya, R., Helmi, B., & Usman, K. (2019). Development of Athletic Equipment Modifications In PJOK Learning Elementary School: Development of Athletic Equipment Modifications In PJOK Learning Elementary School. Journal of Midwifery and Nursing, 2(1), 153-158. http://iocscience.org/ejournal/index.php/JMN/article/view/466

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. http://dx.doi.org/10.29333/ejecs/388 DOI: https://doi.org/10.29333/ejecs/388

Aristovnik, A., Keržič, D., Ravšelj, D., Tomaževič, N., & Umek, L. (2020). Impacts of the COVID-19 pandemic on life of higher education students: A global perspective. Sustainability, 12(20), 8438. https://doi.org/10.3390/su12208438 DOI: https://doi.org/10.3390/su12208438

Ariessanti, H. D., Purwaningtyas, D. A., Soeparno, H., & Napitupulu, T. A. (2020). Adaptasi Strategi Gamifikasi Dalam Permainan Ular Tangga Online Sebagai Media Edukasi Covid-19. E-JURNAL JUSITI: Jurnal Sistem Informasi dan Teknologi Informasi, 9(2), 174-187. https://doi.org/10.36774/jusiti.v9i2.772 DOI: https://doi.org/10.36774/jusiti.v9i2.772

Arisetiyana, F. F., Kartiko, D. C., Indahwati, N., & Prakoso, B. B. (2020). Motivation And Student Learning Outcomes In Problem Based Learning. Jp. jok (Jurnal Pendidikan Jasmani, Olahraga dan Kesehatan), 4(1), 1-10. https://doi.org/10.33503/jp.jok.v4i1.829 DOI: https://doi.org/10.33503/jp.jok.v4i1.829

Becker, E. S., Waldis, M., & Staub, F. C. (2019). Advancing student teachers’ learning in the teaching practicum through Content-Focused Coaching: A field experiment. Teaching and Teacher Education, 83, 12-26. https://doi.org/10.1016/j.tate.2019.03.007 DOI: https://doi.org/10.1016/j.tate.2019.03.007

Catalano, A. J., Torff, B., & Anderson, K. S. (2021). Transitioning to online learning during the COVID-19 pandemic: Differences in access and participation among students in disadvantaged school districts. The International Journal of Information and Learning Technology. https://doi.org/10.1108/IJILT-06-2020-0111 DOI: https://doi.org/10.1108/IJILT-06-2020-0111

Chaiklin, S. (2011). Social scientific research and societal practice: Action research and cultural-historical research in methodological light from Kurt Lewin and Lev S. Vygotsky. Mind, culture, and activity, 18(2), 129-147. https://doi.org/10.1080/10749039.2010.513752 DOI: https://doi.org/10.1080/10749039.2010.513752

Chen, L. K., Dorn, E., Sarakatsannis, J., & Wiesinger, A. (2021). Teacher survey: Learning loss is global—and significant. Public & Social Sector Practice. McKinsey & Company.

Coghlan, D., & Jacobs, C. (2005). Kurt Lewin on reeducation: Foundations for action research. The Journal of Applied Behavioral Science, 41(4), 444-457. https://doi.org/10.1177/0021886305277275 DOI: https://doi.org/10.1177/0021886305277275

Giatman, M., Siswati, S., & Basri, I. Y. (2020). Online learning quality control in the pandemic Covid-19 era in Indonesia. Journal of Nonformal Education, 6(2), 168-175. https://doi.org/10.15294/jne.v6i2.25594

Hamdan, M., Jaidin, J. H., Fithriyah, M., & Anshari, M. (2020). E-Learning in Time of Covid-19 Pandemic: Challenges & Experiences. In 2020 Sixth International Conference on e-Learning (econf) (pp. 12-16). IEEE. https://doi.org/10.1109/econf51404.2020.9385507 DOI: https://doi.org/10.1109/econf51404.2020.9385507

Hartt, M., Hosseini, H., & Mostafapour, M. (2020). Game on: Exploring the effectiveness of game-based learning. Planning Practice & Research, 35(5), 589-604. https://doi.org/10.1080/02697459.2020.1778859 DOI: https://doi.org/10.1080/02697459.2020.1778859

Hout-Wolters, B. V., Simons, R. J., & Volet, S. (2000). Active learning: Self-directed learning and independent work. In New learning (pp. 21-36). Springer, Dordrecht. https://doi.org/10.1007/0-306-47614-2_2 DOI: https://doi.org/10.1007/0-306-47614-2_2

Kodovsky, J., Fridrich, J., & Holub, V. (2011). Ensemble classifiers for steganalysis of digital media. IEEE Transactions on Information Forensics and Security, 7(2), 432-444. https://doi.org/10.1109/TIFS.2011.2175919 DOI: https://doi.org/10.1109/TIFS.2011.2175919

Lai, H. M., Hsiao, Y. L., & Hsieh, P. J. (2018). The role of motivation, ability, and opportunity in university teachers’ continuance use intention for flipped teaching. Computers & Education, 124, 37-50. https://doi.org/10.1016/j.compedu.2018.05.013 DOI: https://doi.org/10.1016/j.compedu.2018.05.013

Li, K., & Moore, D. R. (2018). Motivating students in massive open online courses (MOOCs) using the attention, relevance, confidence, satisfaction (arcs) model. Journal of Formative Design in Learning, 2(2), 102-113. https://doi.org/10.1007/s41686-018-0021-9 DOI: https://doi.org/10.1007/s41686-018-0021-9

Llorens-Largo, F., Gallego-Durán, F. J., Villagrá-Arnedo, C. J., Compañ-Rosique, P., Satorre-Cuerda, R., & Molina-Carmona, R. (2016). Gamification of the learning process: lessons learned. IEEE Revista Iberoamericana de tecnologías del aprendizaje, 11(4), 227-234. https://doi.org/10.1109/RITA.2016.2619138 DOI: https://doi.org/10.1109/RITA.2016.2619138

Macklem, G. L. (2015). Boredom in the classroom: Addressing student motivation, self-regulation, and engagement in learning (Vol. 1). Springer. DOI: https://doi.org/10.1007/978-3-319-13120-7

Martín-Sómer, M., Moreira, J., & Casado, C. (2021). Use of Kahoot! to keep students’ motivation during online classes in the lockdown period caused by Covid 19. Education for Chemical Engineers, 36, 154-159. https://doi.org/10.1016/j.ece.2021.05.005 DOI: https://doi.org/10.1016/j.ece.2021.05.005

Mishra, L., Gupta, T., & Shree, A. (2020). Online teaching-learning in higher education during lockdown period of COVID-19 pandemic. International Journal of Educational Research Open, 1, 100012. https://doi.org/10.1016/j.ijedro.2020.100012 DOI: https://doi.org/10.1016/j.ijedro.2020.100012

Muzaini, M., Rahayuningsih, S., Nasrun, N., & Hasbi, M. (2021). Creativity in synchronous and asynchronous learning during the Covid-19 pandemic: a case study. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 10(3), 1722-1735. http://dx.doi.org/10.24127/ajpm.v10i3.3897 DOI: https://doi.org/10.24127/ajpm.v10i3.3897

Onyeaka, H., Anumudu, C. K., Al-Sharify, Z. T., Egele-Godswill, E., & Mbaegbu, P. (2021). COVID-19 pandemic: A review of the global lockdown and its far-reaching effects. Science progress, 104(2), 00368504211019854. https://doi.org/10.1177/00368504211019854 DOI: https://doi.org/10.1177/00368504211019854

Pandey, N., & Pal, A. (2020). Impact of digital surge during Covid-19 pandemic: A viewpoint on research and practice. International journal of information management, 55, 102171. https://doi.org/10.1016/j.ijinfomgt.2020.102171 DOI: https://doi.org/10.1016/j.ijinfomgt.2020.102171

Parra-González, M. E., López-Belmonte, J., Segura-Robles, A., & Moreno-Guerrero, A. J. (2021). Gamification and flipped learning and their influence on aspects related to the teaching-learning process. Heliyon, 7(2), e06254. https://doi.org/10.1016/j.heliyon.2021.e06254 DOI: https://doi.org/10.1016/j.heliyon.2021.e06254

Purwidiantoro, M. H., & Hadi, W. (2020). Arsitektur Boardgame Edukasi Sebagai Unsur Gamifikasi Pembelajaran untuk Membangun Partisipasi Aktif, Motivasi, dan Minat Belajar Siswa. Joined Journal (Journal of Informatics Education), 3(2), 9-18. https://doi.org/10.31331/joined.v3i2.1420 DOI: https://doi.org/10.31331/joined.v3i2.1420

Reiss, S. (2004). Multifaceted nature of intrinsic motivation: The theory of 16 basic desires. Review of general psychology, 8(3), 179-193. https://doi.org/10.1037/1089-2680.8.3.179 DOI: https://doi.org/10.1037/1089-2680.8.3.179

Rulandari, N. (2020). The impact of the Covid-19 pandemic on the world of education in Indonesia. Ilomata International Journal of Social Science, 1(4), 242-250. https://doi.org/10.52728/ijss.v1i4.174 DOI: https://doi.org/10.52728/ijss.v1i4.174

Sahronih, S., Purwanto, A., & Sumantri, M. (2020). The effect of use interactive learning media environment-based and learning motivation on science learning outcomes. International Journal for Educational and Vocational Studies (IJEVS), 2(3). https://doi.org/10.29103/ijevs.v2i3.2429 DOI: https://doi.org/10.29103/ijevs.v2i3.2429

Sakti, N. W. P., Yusuf, R., Suriatno, A., & Irmansyah, J. (2021). Scientific Method in Physical Education Learning: A Cross-Sectional Study. Jurnal Penelitian dan Pengkajian Ilmu Pendidikan: e-Saintika, 5(3), 212-226. https://doi.org/10.36312/esaintika.v5i3.571 DOI: https://doi.org/10.36312/esaintika.v5i3.571

Saleem, A. N., Noori, N. M., & Ozdamli, F. (2021). Gamification applications in E-learning: a literature review. Technology, Knowledge and Learning, 1-21. https://doi.org/10.1007/s10758-020-09487-x DOI: https://doi.org/10.1007/s10758-020-09487-x

Signori, G. G., Guimarães, J. C. F. D., Severo, E. A., & Rotta, C. (2018). Gamification as an innovative method in the processes of learning in higher education institutions. International Journal of Innovation and Learning, 24(2), 115-137. https://doi.org/10.1504/IJIL.2018.094066 DOI: https://doi.org/10.1504/IJIL.2018.094066

Simões, J., Redondo, R. D., & Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2), 345-353. https://doi.org/10.1016/j.chb.2012.06.007 DOI: https://doi.org/10.1016/j.chb.2012.06.007

Skar, G. B. U., Graham, S., & Huebner, A. (2021). Learning loss during the COVID-19 pandemic and the impact of emergency remote instruction on first grade students’ writing: A natural experiment. Journal of Educational Psychology. http://dx.doi.org/10.1037/edu0000701 DOI: https://doi.org/10.1037/edu0000701

Su, C. H., & Cheng, C. H. (2015). A mobile gamification learning system for improving the learning motivation and achievements. Journal of Computer Assisted Learning, 31(3), 268-286. https://doi.org/10.1111/jcal.12088 DOI: https://doi.org/10.1111/jcal.12088

Suherman, W. S. (2021). Physical Education Online Learning During the Covid-19 Pandemic: Effectiveness, Motivation, and Learning Outcomes. The International Journal of Social Sciences World (TIJOSSW), 3(01), 123-137. https://www.growingscholar.org/journal/index.php/TIJOSSW/article/view/102

Susanti, R. (2021). Efektifitas gamifikasi sliding puzzle pada pembelajaran e-learning terhadap motivasi dan hasil belajar IPA. SPEKTRA: Jurnal Kajian Pendidikan Sains, 7(1), 57-67. https://doi.org/10.32699/spektra.v7i1.178 DOI: https://doi.org/10.32699/spektra.v7i1.178

Tokan, M. K., & Imakulata, M. M. (2019). The effect of motivation and learning behaviour on student achievement. South African Journal of Education, 39(1). https://doi.org/10.15700/saje.v39n1a1510 DOI: https://doi.org/10.15700/saje.v39n1a1510

Ucar, H., & Kumtepe, A. T. (2020). Effects of the ARCS‐V‐based motivational strategies on online learners' academic performance, motivation, volition, and course interest. Journal of Computer Assisted Learning, 36(3), 335-349. https://doi.org/10.1111/jcal.12404 DOI: https://doi.org/10.1111/jcal.12404

Widhiyanti, K. A. T., Rusitayanti, N. W. A., & Ariawati, N. W. (2022). The Impact of Covid-19 on Online Learning Motivation in Sports Massage Learning. JUARA: Jurnal Olahraga, 7(1), 159-168. https://doi.org/10.33222/juara.v7i1.1555 DOI: https://doi.org/10.33222/juara.v7i1.1555

Zhao, Y. (2021). Build back better: Avoid the learning loss trap. Prospects, 1-5. https://doi.org/10.1007/s11125-021-09544-y DOI: https://doi.org/10.1007/s11125-021-09544-y

Downloads

Published

2022-03-27

How to Cite

Yurissa, P. N., La Kamadi, & Haeruddin, S. . (2022). Gamification Learning Framework for Improving Students’ Learning Motivation. ETDC: Indonesian Journal of Research and Educational Review , 1(2), 234–242. https://doi.org/10.51574/ijrer.v1i2.285

Issue

Section

Articles

Most read articles by the same author(s)