IMPLEMENTASI GAME BASED LEARNING DENGAN QUIZWHIZ CARDS UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA KELAS V
DOI:
https://doi.org/10.51878/action.v5i4.7374Keywords:
Game Based Learning, Motivasi Belajar Siswa, Quizwhiz Cards, Sistem Organ Pernapasan Pada ManusiaAbstract
This study focuses on whether the implementation of the Game-Based Learning (GBL) model assisted by Quizwhiz Cards can improve the learning motivation of fifth-grade students at SDN 67 Kota Timur. The research employed a Classroom Action Research (CAR) approach, with data collected through observation, interviews, documentation, and tests. The subjects of the study were fifth-grade students of SDN 67 Kota Timur, Gorontalo City. Preliminary observations indicated that students’ learning motivation was relatively low. This condition was caused by the limited use of instructional media and the lack of student attention during lessons. In Cycle I, 5 students (22.73%) were categorized as having “High Motivation,” 3 students (13.63%) as having “Moderate Motivation,” and 14 students (63.64%) as having “Low Motivation.” These results show that the overall motivation level in Cycle I remained below the expected standard. However, after the implementation of actions in Cycle II, there was a significant improvement—18 students (81.82%) were in the “High Motivation” category, 4 students (18.18%) in the “Moderate Motivation” category, and none in the “Low Motivation” category. Based on these findings, it can be concluded that the application of the Game-Based Learning (GBL) model assisted by Quizwhiz Cards effectively enhanced students’ learning motivation in the topic of the human respiratory system among fifth-grade students at SDN 67 Kota Timur, Gorontalo City.
ABSTRAK
Penelitian ini berfokus pada apakah penerapan model pembelajaran Game Based Learning berbantuan media Quizwhiz Cards dapat meningkatkan motivasi belajar siswa kelas V di SDN 67 Kota Timur. Penelitian ini menggunakan pendekatan Penelitian Tindakan Kelas (PTK), dengan teknik pengumpulan data meliputi observasi, wawancara, dokumentasi, dan tes. Subjek dalam penelitian ini adalah siswa kelas V SDN 67 Kota Timur, Kota Gorontalo. Hasil observasi awal menunjukkan bahwa motivasi belajar siswa masih tergolong rendah. Kondisi ini disebabkan oleh keterbatasan media pembelajaran serta kurangnya perhatian siswa saat guru menyampaikan materi. Pada siklus I, tercatat sebanyak sebanyak 5 siswa (22,73%) masuk dalam kategori “Motivasi Tinggi”, sementara 3 siswa (13,63%) berada dalam kategori “Motivasi Sedang”, dan 14 siswa (63,64%) masuk dalam kategori “Motivasi Rendah” Hal ini menunjukkan bahwa tingkat motivasi pada siklus I masih tergolong rendah belum mencapai tingkat motivasi belajar yang diharapkan. Namun, setelah dilakukan tindakan pada siklus II, terjadi peningkatan yang signifikan, di mana sebanyak 18 siswa atau 81,82%, sementara yang termasuk dalam kategori “Motivasi Sedang” hanya 4 siswa atau 18,18%. Dan untuk kategori “Motivasi Rendah” adalah 0. Berdasarkan hasil ini, dapat disimpulkan bahwa motivasi belajar siswa kelas V telah mencapai standar indikator kinerja yang ditetapkan. Berdasarkan temuan tersebut, dapat disimpulkan bahwa penerapan model Game Based Learning (GBL) dengan dukungan media Quizwhiz Cards efektif dalam meningkatkan motivasi belajar siswa pada materi sistem organ pernapasan manusia di kelas V SDN 67 Kota Timur, Kota Gorontalo.
References
Almadhoob, A. H., Saleh, A. S. K., & Akbar, F. (2024, September). QuizWiz: Integrating generative artificial intelligence in an online study tool. In Proceedings of the 2024 7th International Conference on Big Data and Education (pp. 87–96). https://doi.org/10.1145/3704289.3704296
Arifin, I. N., Arif, R. M., Arifin, V. M., Juniarti, Y., & Sutisna, I. (2023). Desain pengembangan e-modul IPA materi kalor berbasis Flipbook Maker dalam meningkatkan motivasi belajar siswa kelas V di sekolah dasar. Pedagogika, 14(1), 99–111. https://doi.org/10.37411/pedagogika.v14i1.2192
Damayanti, M. S. D., & Suniasih, N. W. (2022). Lembar kerja peserta didik (LKPD) interaktif materi IPA sistem pernapasan manusia. Journal for Lesson and Learning Studies, 5(1), 10–18. https://doi.org/10.23887/jlls.v5i1.45261
Hartt, M., Hosseini, H., & Mostafapour, M. (2020). Game on: Exploring the effectiveness of game-based learning. Planning Practice & Research, 35(5), 589–604. https://doi.org/10.1080/02697459.2020.1778859
Kudus, K. (2023). Pemanfaatan model Children Learning in Science (CLIS) dalam meningkatkan hasil belajar siswa. Educational: Jurnal Inovasi Pendidikan & Pengajaran, 3(3), 251–259. https://doi.org/10.51878/educational.v3i3.2444
Lestari, E. T. (2020). Cara praktis meningkatkan motivasi siswa sekolah dasar. Deepublish.
Oktavia, R. (2022). Game Based Learning meningkatkan efektivitas belajar siswa. [Tidak dipublikasikan].
Pulukadang, T. W. (2021). Pembelajaran terpadu. Ideas Publishing.
Qian, M., & Clark, K. R. (2016). Game-based learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50–58. https://www.sciencedirect.com/science/article/pii/S0747563216303491
Rahman, S. (2022, January). Pentingnya motivasi belajar dalam meningkatkan hasil belajar. In Prosiding Seminar Nasional Pendidikan Dasar. https://ejurnal.pps.ung.ac.id/index.php/PSNPD/article/view/1076
Rahmat, A. (2021). Pengantar pendidikan. Ideas Publishing.
Rosarian, A. W., & Dirgantoro, K. P. S. (2020). Upaya guru dalam membangun interaksi siswa melalui metode belajar sambil bermain [Teacher’s efforts in building student interaction using a game-based learning method]. JOHME: Journal of Holistic Mathematics Education, 3(2), 146–163. https://doi.org/10.19166/johme.v3i2.2332
Shi, Y. R., & Shih, J. L. (2015). Game factors and game?based learning design model. International Journal of Computer Games Technology, 2015(1), 549684. https://doi.org/10.1155/2015/549684
Talani, O. W., Walangadi, H., Mahmud, H., & Nurfadliah. (2024). Meningkatkan hasil belajar siswa pada pembelajaran IPS menggunakan model pembelajaran mind mapping di kelas V SDN 6 Dungaliyo Kabupaten Gorontalo. Student Journal of Elementary Education, 3(1), 1–14. https://ejournal-fip-ung.ac.id/ojs/index.php/SJEE/article/view/3056
Winanti, D. P. (2023). Pengembangan media pembelajaran flash card online pada materi sistem pernapasan manusia berbasis TGT (Teams Games Tournaments) untuk meningkatkan hasil belajar kognitif siswa kelas VIII di SMP Negeri 2 Colomadu [Disertasi doktor, Universitas Sebelas Maret]. https://digilib.uns.ac.id/dokumen/detail/100177
Wuwungan, A. H. K., Panai, A. H., Arifin, I. N., Abdullah, G., & Arif, R. M. (2024). Pengembangan media pembelajaran interaktif pertumbuhan dan perkembangan manusia berbasis gamifikasi di kelas V SDN 4 Anggrek Kabupaten Gorontalo Utara. Didaktik: Jurnal Ilmiah PGSD STKIP Subang, 10(2), 123–135. https://doi.org/10.36989/didaktik.v10i2.3334
Xu, M., Luo, Y., Zhang, Y., Xia, R., Qian, H., & Zou, X. (2023). Game-based learning in medical education. Frontiers in Public Health, 11, 1113682. https://doi.org/10.3389/fpubh.2023.1113682
Zendrato, E. D. K., Harefa, A. R., & Lase, N. K. (2022). Pengembangan modul IPA berbasis contextual teaching and learning pada materi sistem pernapasan manusia. Educativo: Jurnal Pendidikan, 1(2), 446–455. https://scholar.archive.org/work/4ur4ysfsjncxhhijzqdfs74gp4/access/wayback/https://www.educativo.marospub.com/index.php/journal/article/download/61/115
Zubková, N. V. K. (2023). The potential of AI tools in formal education. Marketing Identity, 427. https://www.researchgate.net/profile/Monika-Cihlarova/publication/377456509_The_position_of_game_reviews_in_video_game_journalism/links/66ab537575fcd863e5ed662c/The-position-of-game-reviews-in-video-game-journalism.pdf#page=428
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Febriyanto H Supu, Abdul Haris PanaI, Kudus Kudus, Rifda Mardian Arif, Nurfadliah Nurfadliah

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.












