ICT-Based Gamification Application: Supporting the Implementation of Team Games Tournament Cooperative Learning Model to Improve Students’ Learning Outcomes

This study aims to improve student learning outcomes through the implementation of the Team Games Tournament (TGT) cooperative learning model complemented with ICT-based gamification applications. This study is an experimental study with a pretest-posttest control group design involving grade VIII students at a Junior High School in Ternate City. Student learning outcome data is collected through multiple-choice test instruments. ICT-based gamification applications were successfully designed using web-based applications, namely Wordwall in the form of crosswords, gameshow quizzes, maze chases and whack-a-mole. The results showed that the use of the Wordwall gamification application in the TGT cooperative learning model was significantly more able to improve student learning outcomes compared to conventional learning. This study implies that ICT-based gamification applications can be used as a complement to teaching materials in physics learning. In addition, the variety of types of games used has implications for student engagement in learning.

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Publication Details

Journal
TECHNO JURNAL PENELITIAN
Published
2025-04-25
DOI
https://doi.org/10.33387/tjp.v13i2.9749
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00
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article

ICT-Based Gamification Application: Supporting the Implementation of Team Games Tournament Cooperative Learning Model to Improve Students’ Learning Outcomes

Fatma Hamid, Saprudin Saprudin, Nurdin Abdul Rahman, Aji Saputra et al.
TECHNO JURNAL PENELITIAN
Educational Methods and Media Use
article

ICT-Based Gamification Application: Supporting the Implementation of Team Games Tournament Cooperative Learning Model to Improve Students’ Learning Outcomes

Fatma Hamid, Saprudin Saprudin, Nurdin Abdul Rahman, Aji Saputra, Fitri Liliyani Umacina
article en

Abstract

This study aims to improve student learning outcomes through the implementation of the Team Games Tournament (TGT) cooperative learning model complemented with ICT-based gamification applications. This study is an experimental study with a pretest-posttest control group design involving grade VIII students at a Junior High School in Ternate City. Student learning outcome data is collected through multiple-choice test instruments. ICT-based gamification applications were successfully designed using web-based applications, namely Wordwall in the form of crosswords, gameshow quizzes, maze chases and whack-a-mole. The results showed that the use of the Wordwall gamification application in the TGT cooperative learning model was significantly more able to improve student learning outcomes compared to conventional learning. This study implies that ICT-based gamification applications can be used as a complement to teaching materials in physics learning. In addition, the variety of types of games used has implications for student engagement in learning.

TECHNO JURNAL PENELITIANVol. 13(2)
Openalex Percentile: Top 89%
Educational Methods and Media Use
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