Main Article Content
Abstract
This study aims to develop classcraft-based gamification learning in learning to write explanatory texts for grade XI SMA. This research uses the ADDIE model which consists of 5 stages, namely (1) analyze with the stage of analyzing field needs (2) design with the stage of designing products by compiling an outline of media development and lesson plans, (3) development with the stage of developing classcraft products which are then validated by Indonesian language learning material and media experts, (4) implementation with the stage of practitioner testing by two Indonesian language teachers and trials with two stages, namely small group tests and large group tests, and (5) evaluation with the stage of revising the product according to expert and practitioner validation input. The subjects of this research were the XI grade students of SMA Negeri 2 Ponorogo. The results of this study produced a classcraft-based gamification product for learning to write explanatory texts containing material for writing explanatory texts including explanatory text development patterns and how to write explanatory texts. The product developed was validated by material and media experts with an average score of 87.6% which was classified as very feasible. In addition, a practitioner test was conducted by two teachers which resulted in an average score of 91%. Then, a field trial was carried out with two stages, namely a small group test which obtained a result of 89.5% and a large group test which obtained a result of 90.6%. This research shows that classcraft-based gamification is very feasible and can be implemented in classroom learning.
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References
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- Anditasari, R., Matutik, & Andajani, K. (2018). Pengembangan Media Berbasis Permainan Edukatif pada Pembelajaran Menulis Teks Deskripsi. Jurnal Pendidikan: Teori, Penelitian, Dan Pengembangan, 3(1), 107–114. https://doi.org/http://dx.doi.org/10.17977/jptpp.v3i1.10379
- Andyani, N., Saddhono, K., & Mujyanto, Y. (2016). Peningkatan Kemampuan Menulis Teks Eksplanasi Dengan Menggunakan Media Audiovisual Pada Siswa Sekolah Menengah Pertama. Jurnal Penelitian Bahasa, Sastra Indonesia, Dan Pengajarannya, 4(2), 164–165.
- Arikunto, S. (2016). Prosedur Penelitian: Suatu Pendekatan Praktik. Rineka CIpta.
- Asari, A., Widyartono, D., Shah, N. A. K., & Dharma, B. A. (2020). The effect of knowledge management integration on e-learning system toward lecturers’ performance at university institutions. DESIDOC Journal of Library and Information Technology, 40(6), 334–338. https://doi.org/10.14429/djlit.40.6.15784
- Attali, Y., & Arieli-Attali, M. (2015). Gamification in assessment: Do points affect test performance? Computers and Education, 83, 57–63. https://doi.org/10.1016/j.compedu.2014.12.012
- Azkiya, H., & Isnandab, R. (2019). Pengaruh Model Pembelajaran Discovery Learning Terhadap Keterampilan Menulis Teks Eksplanas Siswa Kelas VII MTsN Durian Tarung Padang. Bahastra, 38(2), 95. https://doi.org/10.26555/bahastra.v38i2.8495
- Branch, R. M. (2009). Instructional Design: The ADDIE Approach. Springer. https://doi.org/https://doi.org/10.1007/978-0-387-09506-6
- Çakıroğlu, Ü., Başıbüyük, B., Güler, M., Atabay, M., & Yılmaz Memiş, B. (2017). Gamifying an ICT course: Influences on engagement and academic performance. Computers in Human Behavior, 69, 98–107. https://doi.org/10.1016/J.CHB.2016.12.018
- Denny, D. (2020). Motivasi terhadap Kuliah Daring Selama Masa Pandemi Corona Virus Disease (covid-19) pada Mahasiswa STMB Multi Smart Medan. Jurnal Ilmiah SMART, 4(2), 107–117.
- Faradila, U., Syambasril, & Wartiningsih, A. (2018). Peningkatan kemampuan menulis teks eksplanasi menggunakan metode inquiri learning pada siswa kelas viia. Jurnal Pendidikan Dan …, 1–10. https://jurnal.untan.ac.id/index.php/jpdpb/article/view/26058
- Forsberg, J.-P. (2018). Gamification in education-utilization in teaching of languages. 30.
- Glover, I. (2013). Play As You Learn: Gamification as a Technique for Motivating Learners. In Proceedings of the World Conference on Educational Multimedia, Hypermedia and Telecommunications.
- Huotari, K., & Hamari, J. (2017). A definition for gamification: anchoring gamification in the service marketing literature. Electronic Markets, 27(1), 21–31. https://doi.org/10.1007/s12525-015-0212-z
- Insani, R. K., & Nafisah, Z. (2022). Implementasi Media Pembelajaran Berbasis Tampilan Game Pada Materi SPLDV. Prosiding Seminar Nasional Pendidikan Matematika (SNPM), IV(1), 271–282.
- Khaleel, F. L., Ashaari, N. S., Wook, T. S. M. T., & Ismail, A. (2016). Gamification elements for learning applications. International Journal on Advanced Science, Engineering and Information Technology, 6(6), 868–874. https://doi.org/10.18517/ijaseit.6.6.1379
- Krishnan, S. D., Norman, H., & Yunus, M. M. (2021). Online gamified learning to enhance teachers’ competencies using classcraft. Sustainability (Switzerland), 13(19). https://doi.org/10.3390/su131910817
- Lutfiyyah, A. F. (2022). Pengembangan Media Pembelajaran Classcraft Model Gamification pada Mata Pelajaran Produk Kreatif dan Kewirausahaan di SMK 2 Negeri Purwakarta [Universitas Negeri Malang]. http://repository.um.ac.id/id/eprint/259341
- Membrive, V., & Armie, M. (2020). Beyond Gamification: Classcraft As an Engagement Tool in the Teaching of English As a Second Language. 73–76. https://doi.org/10.36315/2020end016
- Muchson, A., & Widyartono, D. (2023). Janaka : Aplikasi Android Pembelajaran Menulis Teks Anekdot Kurikulum SMK Pusat Keunggulan Pendahuluan Pada pembelajaran diperlukan perangkat yang dapat membantu proses belajar mengajar . Perangkat yang lazim digunakan dalam pembelajaran antara lain bahan. DIGLOSIA: Jurnal Kajian Bahasa, Sastra, Dan Pengajarannya, 6, 165–178. https://doi.org/https:/doi.org/10.30872/diglosia.v6i1.553
- Mumpuni, I. P., & Sagoro, E. M. (2018). Meningkatkan Motivasi Belajar Siswa Kelas X Implementation of Gamification Through Powtoon on Journal of. Pendiikan Akuntansi Indonesia, 7(1), 1–15.
- Putri, S. R., Gani, E., & Hafrison, M. (2019). Korelasi Keterampilan Membaca Pemahaman Teks Eksplanasi Dengan Keterampilan Menulis Teks Eksplanasi Siswa Kelas Viii Smp Negeri 2 Batusangkar. Pendidikan Bahasa Indonesia, 8(1), 188. https://doi.org/10.24036/103935-019883
- Raihanah. (2021). Pelaksanaan Pemberian Apersepsi pada Proses Pembelajaran Matematika Siswa Kelas IV MIN 4 Tabalong [UIN Antasari Banjarmasin]. http://idr.uin-antasari.ac.id/id/eprint/17486
- Revita, Y., Marsidin, S., & Sulastri, S. (2023). Peran Bahasa dalam Penerapan Ilmu Pengetahuan. Journal on Education, 5(2), 2981–2987. https://doi.org/10.31004/joe.v5i2.949
- Rivera-Trigueros, I., & Sánchez-Pérez, M. del M. (2020). Classcraft as a Resource to Implement Gamification in English-Medium Instruction. January, 356–371. https://doi.org/10.4018/978-1-7998-2318-6.ch017
- Rozhenko, O. D., Darzhaniya, A. D., Bondar, V. V., & Mirzoian, M. V. (2021). Gamification of education as an addition to traditional educational technologies at the university. CEUR Workshop Proceedings, 2914, 457–464.
- Saleh, S. (2017). Analisis Data Kualitatif. In Pustaka Ramadhan. https://core.ac.uk/download/pdf/228075212.pdf
- Salfera, N. (2017). Eksplanasi Dengan Menggunakan Media. Pendidikan Indonesia, 3(2), 32–43.
- Sanchez, E., Young, S., & Jouneau-Sion, C. (2017). Classcraft: from gamification to ludicization of classroom management. Education and Information Technologies, 22(2), 497–513. https://doi.org/10.1007/s10639-016-9489-6
- Sari, S. D. P. (2015). Manfaat Media Pembelajaran Berbasis Ict (Information and Communication Technology) Dalam Pembelajaran Bahasa Indonesia. Pengembangan ICT Dalam Pembelajaran, November, 115–123. https://jurnal.fkip.uns.ac.id/index.php/psdtp/article/view/9055
- Schatten, M., & Schatten, M. (2019). Gamification of game programming education : A case study in a Croatian high school. Central European Conference on Information and Intelligent Systems, 1, 13–18. http://archive.ceciis.foi.hr/app/public/conferences/2019/Proceedings/CG/CG3.pdf
- Toriyani, S., Sarwono, S., & Gumono. (2020). Peningkatan Kemampuan Menulis Fabel Menggunakan Model Pembelajaran Example Non Example pada Siswa Kelas VII SMP Negeri Muara Beliti. Diksa : Pendidikan Bahasa Dan Sastra Indonesia, 6(2), 93–106. https://doi.org/10.33369/diksa.v6i2.9694
- Widyartono, D. (2021). Academic Writing Learning Model in Higher Education Based on Hybrid Learning. Journal of Physics: Conference Series, 1779(1). https://doi.org/10.1088/1742-6596/1779/1/012047
- Wijayanti, A., Lestari, W. F., Zahroini, A. L., Puspitasari, A. S. D., Pradana, A. S. N., & Ulya, C. (2022). Pengembangan Media Pembelajaran Interaktif Berbasis Aplikasi Powtoon & Quizizz dalam Pengajaran Teks Eksplanasi di SMA. Jurnal Pendidikan, Sains Sosial, Dan Agama, 8(1), 202–212. https://doi.org/10.53565/pssa.v8i1.449
References
Amalia, A. Z. (2021). Pemanfaatan Media Classcraft Dalam Membentuk Kedisiplinan Belajar Siswa Madrasah Aliyah Darul Ulum Tlasih Sidoarjo. Tesis.
Anditasari, R., Matutik, & Andajani, K. (2018). Pengembangan Media Berbasis Permainan Edukatif pada Pembelajaran Menulis Teks Deskripsi. Jurnal Pendidikan: Teori, Penelitian, Dan Pengembangan, 3(1), 107–114. https://doi.org/http://dx.doi.org/10.17977/jptpp.v3i1.10379
Andyani, N., Saddhono, K., & Mujyanto, Y. (2016). Peningkatan Kemampuan Menulis Teks Eksplanasi Dengan Menggunakan Media Audiovisual Pada Siswa Sekolah Menengah Pertama. Jurnal Penelitian Bahasa, Sastra Indonesia, Dan Pengajarannya, 4(2), 164–165.
Arikunto, S. (2016). Prosedur Penelitian: Suatu Pendekatan Praktik. Rineka CIpta.
Asari, A., Widyartono, D., Shah, N. A. K., & Dharma, B. A. (2020). The effect of knowledge management integration on e-learning system toward lecturers’ performance at university institutions. DESIDOC Journal of Library and Information Technology, 40(6), 334–338. https://doi.org/10.14429/djlit.40.6.15784
Attali, Y., & Arieli-Attali, M. (2015). Gamification in assessment: Do points affect test performance? Computers and Education, 83, 57–63. https://doi.org/10.1016/j.compedu.2014.12.012
Azkiya, H., & Isnandab, R. (2019). Pengaruh Model Pembelajaran Discovery Learning Terhadap Keterampilan Menulis Teks Eksplanas Siswa Kelas VII MTsN Durian Tarung Padang. Bahastra, 38(2), 95. https://doi.org/10.26555/bahastra.v38i2.8495
Branch, R. M. (2009). Instructional Design: The ADDIE Approach. Springer. https://doi.org/https://doi.org/10.1007/978-0-387-09506-6
Çakıroğlu, Ü., Başıbüyük, B., Güler, M., Atabay, M., & Yılmaz Memiş, B. (2017). Gamifying an ICT course: Influences on engagement and academic performance. Computers in Human Behavior, 69, 98–107. https://doi.org/10.1016/J.CHB.2016.12.018
Denny, D. (2020). Motivasi terhadap Kuliah Daring Selama Masa Pandemi Corona Virus Disease (covid-19) pada Mahasiswa STMB Multi Smart Medan. Jurnal Ilmiah SMART, 4(2), 107–117.
Faradila, U., Syambasril, & Wartiningsih, A. (2018). Peningkatan kemampuan menulis teks eksplanasi menggunakan metode inquiri learning pada siswa kelas viia. Jurnal Pendidikan Dan …, 1–10. https://jurnal.untan.ac.id/index.php/jpdpb/article/view/26058
Forsberg, J.-P. (2018). Gamification in education-utilization in teaching of languages. 30.
Glover, I. (2013). Play As You Learn: Gamification as a Technique for Motivating Learners. In Proceedings of the World Conference on Educational Multimedia, Hypermedia and Telecommunications.
Huotari, K., & Hamari, J. (2017). A definition for gamification: anchoring gamification in the service marketing literature. Electronic Markets, 27(1), 21–31. https://doi.org/10.1007/s12525-015-0212-z
Insani, R. K., & Nafisah, Z. (2022). Implementasi Media Pembelajaran Berbasis Tampilan Game Pada Materi SPLDV. Prosiding Seminar Nasional Pendidikan Matematika (SNPM), IV(1), 271–282.
Khaleel, F. L., Ashaari, N. S., Wook, T. S. M. T., & Ismail, A. (2016). Gamification elements for learning applications. International Journal on Advanced Science, Engineering and Information Technology, 6(6), 868–874. https://doi.org/10.18517/ijaseit.6.6.1379
Krishnan, S. D., Norman, H., & Yunus, M. M. (2021). Online gamified learning to enhance teachers’ competencies using classcraft. Sustainability (Switzerland), 13(19). https://doi.org/10.3390/su131910817
Lutfiyyah, A. F. (2022). Pengembangan Media Pembelajaran Classcraft Model Gamification pada Mata Pelajaran Produk Kreatif dan Kewirausahaan di SMK 2 Negeri Purwakarta [Universitas Negeri Malang]. http://repository.um.ac.id/id/eprint/259341
Membrive, V., & Armie, M. (2020). Beyond Gamification: Classcraft As an Engagement Tool in the Teaching of English As a Second Language. 73–76. https://doi.org/10.36315/2020end016
Muchson, A., & Widyartono, D. (2023). Janaka : Aplikasi Android Pembelajaran Menulis Teks Anekdot Kurikulum SMK Pusat Keunggulan Pendahuluan Pada pembelajaran diperlukan perangkat yang dapat membantu proses belajar mengajar . Perangkat yang lazim digunakan dalam pembelajaran antara lain bahan. DIGLOSIA: Jurnal Kajian Bahasa, Sastra, Dan Pengajarannya, 6, 165–178. https://doi.org/https:/doi.org/10.30872/diglosia.v6i1.553
Mumpuni, I. P., & Sagoro, E. M. (2018). Meningkatkan Motivasi Belajar Siswa Kelas X Implementation of Gamification Through Powtoon on Journal of. Pendiikan Akuntansi Indonesia, 7(1), 1–15.
Putri, S. R., Gani, E., & Hafrison, M. (2019). Korelasi Keterampilan Membaca Pemahaman Teks Eksplanasi Dengan Keterampilan Menulis Teks Eksplanasi Siswa Kelas Viii Smp Negeri 2 Batusangkar. Pendidikan Bahasa Indonesia, 8(1), 188. https://doi.org/10.24036/103935-019883
Raihanah. (2021). Pelaksanaan Pemberian Apersepsi pada Proses Pembelajaran Matematika Siswa Kelas IV MIN 4 Tabalong [UIN Antasari Banjarmasin]. http://idr.uin-antasari.ac.id/id/eprint/17486
Revita, Y., Marsidin, S., & Sulastri, S. (2023). Peran Bahasa dalam Penerapan Ilmu Pengetahuan. Journal on Education, 5(2), 2981–2987. https://doi.org/10.31004/joe.v5i2.949
Rivera-Trigueros, I., & Sánchez-Pérez, M. del M. (2020). Classcraft as a Resource to Implement Gamification in English-Medium Instruction. January, 356–371. https://doi.org/10.4018/978-1-7998-2318-6.ch017
Rozhenko, O. D., Darzhaniya, A. D., Bondar, V. V., & Mirzoian, M. V. (2021). Gamification of education as an addition to traditional educational technologies at the university. CEUR Workshop Proceedings, 2914, 457–464.
Saleh, S. (2017). Analisis Data Kualitatif. In Pustaka Ramadhan. https://core.ac.uk/download/pdf/228075212.pdf
Salfera, N. (2017). Eksplanasi Dengan Menggunakan Media. Pendidikan Indonesia, 3(2), 32–43.
Sanchez, E., Young, S., & Jouneau-Sion, C. (2017). Classcraft: from gamification to ludicization of classroom management. Education and Information Technologies, 22(2), 497–513. https://doi.org/10.1007/s10639-016-9489-6
Sari, S. D. P. (2015). Manfaat Media Pembelajaran Berbasis Ict (Information and Communication Technology) Dalam Pembelajaran Bahasa Indonesia. Pengembangan ICT Dalam Pembelajaran, November, 115–123. https://jurnal.fkip.uns.ac.id/index.php/psdtp/article/view/9055
Schatten, M., & Schatten, M. (2019). Gamification of game programming education : A case study in a Croatian high school. Central European Conference on Information and Intelligent Systems, 1, 13–18. http://archive.ceciis.foi.hr/app/public/conferences/2019/Proceedings/CG/CG3.pdf
Toriyani, S., Sarwono, S., & Gumono. (2020). Peningkatan Kemampuan Menulis Fabel Menggunakan Model Pembelajaran Example Non Example pada Siswa Kelas VII SMP Negeri Muara Beliti. Diksa : Pendidikan Bahasa Dan Sastra Indonesia, 6(2), 93–106. https://doi.org/10.33369/diksa.v6i2.9694
Widyartono, D. (2021). Academic Writing Learning Model in Higher Education Based on Hybrid Learning. Journal of Physics: Conference Series, 1779(1). https://doi.org/10.1088/1742-6596/1779/1/012047
Wijayanti, A., Lestari, W. F., Zahroini, A. L., Puspitasari, A. S. D., Pradana, A. S. N., & Ulya, C. (2022). Pengembangan Media Pembelajaran Interaktif Berbasis Aplikasi Powtoon & Quizizz dalam Pengajaran Teks Eksplanasi di SMA. Jurnal Pendidikan, Sains Sosial, Dan Agama, 8(1), 202–212. https://doi.org/10.53565/pssa.v8i1.449