Optimalisasi Hasil Belajar melalui Pretest dan Posttest Menggunakan Gamifikasi pada Mata Kuliah Bahasa Indonesia

This research aims to investigate how effective pretests and posttests with gamification in enhancing student learning outcomes in the Indonesian Language course. Learning Indonesian language is often perceived as less engaging, compulsory, theoretical, and comprising abstract concepts. The researcher involved 152 subjects across four different Indonesian language classes, administering pretests and posttests before and after the material was explained. Two types of gamification were employed: Mentimeter in one class and Quizizz for three classes. The results reveal that all classes demonstrated higher posttest scores compared to their pretest scores. This finding suggests that gamification helps students become more engaged, motivated, focused, and better understand the material, as reflected in improved learning outcomes in Indonesian language course.

Authors

Institutions

Publication Details

Journal
Gurindam Jurnal Bahasa dan Sastra
Published
2025-06-23
DOI
https://doi.org/10.24014/gjbs.v5i1.36191
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Optimalisasi Hasil Belajar melalui Pretest dan Posttest Menggunakan Gamifikasi pada Mata Kuliah Bahasa Indonesia

Hariyanto Hariyanto, Stacy Tiofani
Gurindam Jurnal Bahasa dan Sastra
Educational Methods and Media Use
article

Optimalisasi Hasil Belajar melalui Pretest dan Posttest Menggunakan Gamifikasi pada Mata Kuliah Bahasa Indonesia

Hariyanto Hariyanto, Stacy Tiofani
article en

Abstract

This research aims to investigate how effective pretests and posttests with gamification in enhancing student learning outcomes in the Indonesian Language course. Learning Indonesian language is often perceived as less engaging, compulsory, theoretical, and comprising abstract concepts. The researcher involved 152 subjects across four different Indonesian language classes, administering pretests and posttests before and after the material was explained. Two types of gamification were employed: Mentimeter in one class and Quizizz for three classes. The results reveal that all classes demonstrated higher posttest scores compared to their pretest scores. This finding suggests that gamification helps students become more engaged, motivated, focused, and better understand the material, as reflected in improved learning outcomes in Indonesian language course.

Gurindam Jurnal Bahasa dan SastraVol. 5(1)
Petra Christian University (ID), University of Surabaya (ID), Universitas 45 Surabaya (ID)
Openalex Percentile: Top 64%
Educational Methods and Media Use
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.