Application of Gamification to Increase Student Learning Motivation in Learning IP Address Class X RPL at SMKN 1 Cimahi
Abstract
Education is an important part of increasing one's quality of life, and it can be improved through effective learning. One of the challenges in the learning process is low student motivation, which can affect learning outcomes. This study aims to improve students' motivation to learn by applying the gamification method in basic computer network learning. This research uses a classroom action research approach with four stages, namely planning, action, observation, and reflection. The research subjects were X RPL students from SMK Negeri 1 Cimahi. The data were gathered through observation, interviews, questionnaires, and documentation. The initial observation results showed low student motivation during basic computer network learning. After applying the gamification method, there was a significant increase in students' learning motivation. Data analysis showed a rise in average learning motivation from 72 to 77 after the implementation of gamification. Student learning outcomes also improved, reflecting the effectiveness of the gamification method. This study concludes that integrating gamification with the Wordwall application can boost the learning motivation of students in class X RPL SMK Negeri 1 Cimahi when learning Computer Network Basics. This method encourages students' active participation, enhances group interaction, and provides instant feedback, which contributes to the improvement of students' motivation and learning outcomes.
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DOI: https://doi.org/10.17509/jgrkom.v5i2.66222
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