Peningkatan Literasi Bahasa Inggris Melalui Gamifikasi Board Game Dalam Pembelajaran Berdiferensiasi di Kelas 6 SD Negeri Pondok 02

Gamification is an instructional approach that incorporates game elements to enhance student engagement and motivation in the classroom. This classroom action research was conducted with sixth-grade elementary school students by integrating gamification techniques into the learning process. Various game-based components such as point systems, levels, challenges, and rewards were applied throughout the instructional activities. During the study, data were collected on student participation, academic achievement, and responses to the implementation of gamification. The findings indicate that gamification strategies significantly improved student involvement in the learning process. Students demonstrated greater enthusiasm and active participation during gamified lessons. Moreover, improvements in academic performance were observed among students engaged in gamification-based learning. However, further research is needed to explore in more depth the factors that influence the effectiveness of gamification across different subject areas.

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Publication Details

Journal
Jurnal Sosial Humaniora dan Pendidikan
Published
2025-05-18
DOI
https://doi.org/10.55606/inovasi.v4i2.4085
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
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article

Peningkatan Literasi Bahasa Inggris Melalui Gamifikasi Board Game Dalam Pembelajaran Berdiferensiasi di Kelas 6 SD Negeri Pondok 02

Djatmiko Hidajat, Dian Widi Astuti, Indah Karunia Fitri, Heni Prasetiowati
Jurnal Sosial Humaniora dan Pendidikan
Educational Methods and Media Use
article

Peningkatan Literasi Bahasa Inggris Melalui Gamifikasi Board Game Dalam Pembelajaran Berdiferensiasi di Kelas 6 SD Negeri Pondok 02

Djatmiko Hidajat, Dian Widi Astuti, Indah Karunia Fitri, Heni Prasetiowati
article en

Abstract

Gamification is an instructional approach that incorporates game elements to enhance student engagement and motivation in the classroom. This classroom action research was conducted with sixth-grade elementary school students by integrating gamification techniques into the learning process. Various game-based components such as point systems, levels, challenges, and rewards were applied throughout the instructional activities. During the study, data were collected on student participation, academic achievement, and responses to the implementation of gamification. The findings indicate that gamification strategies significantly improved student involvement in the learning process. Students demonstrated greater enthusiasm and active participation during gamified lessons. Moreover, improvements in academic performance were observed among students engaged in gamification-based learning. However, further research is needed to explore in more depth the factors that influence the effectiveness of gamification across different subject areas.

Jurnal Sosial Humaniora dan PendidikanVol. 4(2)
Universitas Bangun Nusantara (ID)
Openalex Percentile: Top 85%
Educational Methods and Media Use
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