Main Article Content
Abstract
This study aims to determine the students' perceptions of SMA Santo Paulus Pontianak regarding the application of gamification in chemistry learning. The research is a case study with a survey method conducted at SMA Santo Paulus Pontianak. The study was conducted on 302 students in class X. Students' perceptions of gamification were surveyed using the Q-method Analysis instrument. A guided free interview technic used to confirm the questionnaire results and obtain additional information or clarify gaps in the questionnaire results. The results of this research as a whole get an average survey result (approval of positive statements and disagreement of negative) of 78.2%, which indicates that students have positive perceptions with good categories on the application of gamification in chemistry learning. The conclusion from the results of this study is that the application of gamification makes teaching and learning activities fun. Aspects of gamification provide a variety of learning activities. Students are motivated to achieve the best possible learning outcomes because of the competitive and collaborative nature fostered by numerous positive feedbacks and reinforcements.
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Copyright (c) 2023 Suliono Suliono, Indri Astuti, Afandi
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This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
References
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- Glover, I. 2013. Play As You Learn: Gamification as a Technique for Motivating Learners. In: Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2013. AACE, Chesapeake, VA, 1999-2008.
- Gunawan, A., Ahmad, H., & Abdurrahim, H. 2021. Pengembangan E-Sport Dan Industri Gaming Menggunakan Analisis SWOT. Jurnal Syntax Ttansformation, 2 (4): 409-421. https://doi.org/10.46799/jst.v2i4.266
- Herliani., Didimus T. B., & Elsye T. M. 2021. Teori Belajar dan Pembelajaran. Klaten: Penerbit Lakeisha.
- Jusuf, H. 2016. Penggunaan Gamifikasi dalam Proses Pembelajaran. Jurnal TICOM, 5 (1): 1-6.
- Kapp, K. M., & John, C. 2012. What Every Chief Learning Officer Needs to Know about Games and Gamification for Learning. Available: https://karlkapp.com/articles/
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- Maharani, H. R., Mohamad A., & Kisfatul U. 2022. Persepsi Mahasiswa Terhadap Penggunaan Aplikasi Google Meet Dan Google Form Di Masa Pandemi. REFLEKSI EDUKATIKA : Jurnal Ilmiah Kependidikan, 12 (2): 191-199.
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- Suliono., Indri, A., & Afandi. 2022. Studi Korelasi Pengetahuan Sains dan Sikap Terhadap Sains di SMA Santo Paulus Pontianak. PENDIPA Journal of Science Education, 6 (2): 379-385. https://doi.org/10.33369/pendipa.6.2.379-385
- Turan, Z., Zeynep, A., Kadir, K., & Yuksel, G. 2016. Gamification and Education: Achievements, Cognitive Loads, and Views of Students. iJET, 11 (7): 64-69. https://doi.org/10.3991/ijet.v11i07.5455
- Vianna, Y., Mauricio, V., Bruno, M., & Samara, T. 2014. Gamification, Inc. Recreating companies through games. Rio de Janeiro: MJV Tecnologia Ltda.
- Whitton, N., Maclure M. 2017. Video game discourses and implications for game-based education. Discourse, 38 (4): 561–572. http://dx.doi.org/10.1080/01596306.2015.1123222
- Winatha, K. R., & Kadek, A. A. 2020. Persepsi Mahasiswa Terhadap Penerapan Gamifikasi dalam Pembelajaran. Jurnal Pendidikan Teknologi dan Kejuruan, 17 (2): 265-274. https://doi.org/10.23887/jptk-undiksha.v17i2.26010
- Yildirim, I. 2017. Students’ Perceptions about Gamification of Education: A Q-Method Analysis. Education and Science, 42 (191): 235-246. http://dx.doi.org/10.15390/EB.2017.6970
References
Amsari, D., & Mudjiran. 2018. Implikasi Teori Belajar E.Thorndike (Behavioristik) Dalam Pembelajaran Matematika. Jurnal Basicedu, 2 (2): 52-60. https://doi.org/10.31004/basicedu.v2i2.168
Emawaty. 2022. Pembelajaran Online: Persepsi dan Penerapannya di Universitas Muhammadiyah Aceh. Jurnal Ilmiah Didaktika, 22 (1): 162-176. http://dx.doi.org/10.22373/jid.v22i2.11280
Fadilla, D. A., & Sarah, N. 2022. Penerapan Gamification untuk Meningkatkan Motivasi Belajar Siswa dalam Pembelajaran Jarak Jauh. Jurnal Inovasi Kurikulum, 19 (1): 34-43.
Fredricks, J. A., & Wendy, M. 2012. The Measurement of Student Engagement: A Comparative Analysis of Various Methods and Student Self-report Instruments. Handbook of Research on Student Engagement: 763-782.
Glover, I. 2013. Play As You Learn: Gamification as a Technique for Motivating Learners. In: Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2013. AACE, Chesapeake, VA, 1999-2008.
Gunawan, A., Ahmad, H., & Abdurrahim, H. 2021. Pengembangan E-Sport Dan Industri Gaming Menggunakan Analisis SWOT. Jurnal Syntax Ttansformation, 2 (4): 409-421. https://doi.org/10.46799/jst.v2i4.266
Herliani., Didimus T. B., & Elsye T. M. 2021. Teori Belajar dan Pembelajaran. Klaten: Penerbit Lakeisha.
Jusuf, H. 2016. Penggunaan Gamifikasi dalam Proses Pembelajaran. Jurnal TICOM, 5 (1): 1-6.
Kapp, K. M., & John, C. 2012. What Every Chief Learning Officer Needs to Know about Games and Gamification for Learning. Available: https://karlkapp.com/articles/
Knaus, W. 2010. End Procrastination Now!: Get it Done with a Proven Psychological Approach. United States: McGraw Hill Professional.
Kurniawan D. E. 2017. Pengaruh Intensitas Bermain Game Online terhadap Perilaku Prokrastinasi Akademik Pada Mahapesrta didik Bimbingan dan Konseling Universitas PGRI Yogyakarta. Jurnal Konseling Gusjigang, 3 (1): 1-8. https://doi.org/10.24176/jkg.v3i1.1120
Kurniawan, F. 2019. E-Sport dalam Fenomena Olahraga Kekinian. JORPRES (Jurnal Olahraga Prestasi), 15 (2): 61-66. http://dx.doi.org/10.21831/jorpres.v15i2.29509
Lutfi, A., Nur Q. A., Nurul A., Putri A. U., & Maissy D. R. 2021. Gamifikasi Untuk Pendidikan: Pembelajaran Kimia Yang Menyenangkan Pada Masa Pandemi Covid-19. Jurnal Pendidikan Kimia Indonesia, 5 (2): 94-101. https://doi.org/10.23887/jpk.v5i2.38486
Maharani, H. R., Mohamad A., & Kisfatul U. 2022. Persepsi Mahasiswa Terhadap Penggunaan Aplikasi Google Meet Dan Google Form Di Masa Pandemi. REFLEKSI EDUKATIKA : Jurnal Ilmiah Kependidikan, 12 (2): 191-199.
Sekarini, A. P. 2019. Persepsi Peserta Didik Dan Guru Ipa Terhadap Penggunaan Game Edukasi. EduSains: Jurnal Pendidikan Sains dan Matematika, 7 (1): 35-40. https://doi.org/10.23971/eds.v7i1.1033
Suliono., Indri, A., & Afandi. 2022. Studi Korelasi Pengetahuan Sains dan Sikap Terhadap Sains di SMA Santo Paulus Pontianak. PENDIPA Journal of Science Education, 6 (2): 379-385. https://doi.org/10.33369/pendipa.6.2.379-385
Turan, Z., Zeynep, A., Kadir, K., & Yuksel, G. 2016. Gamification and Education: Achievements, Cognitive Loads, and Views of Students. iJET, 11 (7): 64-69. https://doi.org/10.3991/ijet.v11i07.5455
Vianna, Y., Mauricio, V., Bruno, M., & Samara, T. 2014. Gamification, Inc. Recreating companies through games. Rio de Janeiro: MJV Tecnologia Ltda.
Whitton, N., Maclure M. 2017. Video game discourses and implications for game-based education. Discourse, 38 (4): 561–572. http://dx.doi.org/10.1080/01596306.2015.1123222
Winatha, K. R., & Kadek, A. A. 2020. Persepsi Mahasiswa Terhadap Penerapan Gamifikasi dalam Pembelajaran. Jurnal Pendidikan Teknologi dan Kejuruan, 17 (2): 265-274. https://doi.org/10.23887/jptk-undiksha.v17i2.26010
Yildirim, I. 2017. Students’ Perceptions about Gamification of Education: A Q-Method Analysis. Education and Science, 42 (191): 235-246. http://dx.doi.org/10.15390/EB.2017.6970