Mustikasari, Lindawati (2024) Pengaruh penerapan gamifikasi terhadap keterampilan kolaborasi, keterlibatan, dan prestasi belajar peserta didik kelas X SMA Taruna Bakti Bandung. Masters thesis, Universitas Pelita Harapan.
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Abstract
Society 5.0 is a society that can solve various social challenges and problems by utilizing various technological innovations. This is an opportunity and challenge for students to improve soft skills, including collaboration skills and engagement, as well as academic quality, namely academic achievement in facing the future. In the short term is to be able to compete in the enrollment of the higher level of education. This encourages teachers to implement appropriate learning methods. This research aims to determine the impact of gamification implementation in improving students' collaboration skills, engagement and academic achievement in English subjects. This type of research is experimental, non-equivalent control group design with saturated sampling techniques. Research respondents consisted of 34 experimental class students and 31 control class students from SMA Taruna Bakti Bandung. After testing the hypothesis of collaboration skills using the T-test due to parametric data, testing the hypothesis of engagement and academic achievement using Mann-Whitney due to non-parametric data, it was concluded that there was an increase in collaboration skills, engagement and academic achievement of students in the experimental class after receiving gamification treatment. / Society 5.0 adalah masyarakat yang dapat menyelesaikan berbagai tantangan dan permasalahan sosial dengan memanfaatkan berbagai inovasi teknologi. Ini menjadi peluang dan tantangan bagi peserta didik untuk meningkatkan soft skills, diantaranya keterampilan kolaborasi dan keterlibatan, serta kualitas akademik yang baik yaitu prestasi belajar dalam menghadapi masa depan. Dalam jangka pendek yaitu dapat berkompetisi dalam seleksi masuk jenjang pendidikan selanjutnya. Hal tersebut mendorong guru untuk menggunakan metode pembelajaran yang sesuai. Penelitian ini bertujuan untuk mengetahui pengaruh penerapan gamifikasi terhadap peningkatan keterampilan kolaborasi, keterlibatan, dan prestasi belajar peserta didik dalam mata pelajaran Bahasa Inggris. Jenis penelitian ini adalah eksperimen, desain penelitian Non-equivalent control group design dengan teknik pengambilan sampel jenuh. Responden penelitian terdiri dari 34 peserta didik kelas eksperimen dan 31 peserta didik kelas kontrol dari SMA Taruna Bakti Bandung. Setelah uji hipotesis keterampilan kolaborasi menggunakan uji-T karena data parametrik, uji hipotesis keterlibatan dan prestasi belajar menggunakan Mann-Whitney karena data non-parametrik, disimpulkan bahwa terdapat peningkatan keterampilan kolaborasi, keterlibatan, dan prestasi belajar peserta didik pada kelas eksperimen setelah mendapatkan perlakuan penerapan gamifikasi.
Item Type: | Thesis (Masters) | ||||||||
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Uncontrolled Keywords: | gamifikasi ; keterampilan kolaborasi ; keterlibatan ; prestasi belajar | ||||||||
Subjects: | L Education > LB Theory and practice of education > LB1028.3 Educational techology | ||||||||
Divisions: | University Subject > Current > Faculty/School - UPH Karawaci > Faculty of Education > Master of Educational Technology Current > Faculty/School - UPH Karawaci > Faculty of Education > Master of Educational Technology |
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Depositing User: | Lindawati Mustikasari | ||||||||
Date Deposited: | 09 Aug 2024 09:45 | ||||||||
Last Modified: | 09 Aug 2024 09:45 | ||||||||
URI: | http://repository.uph.edu/id/eprint/64779 |
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