GAMIFIKASI: EFEKTIVITAS GAME INTERAKTIF DALAM PENINGKATAN LITERASI DIGITAL SISWA

Authors

  • Irham Thufani Anshori Universitas Negeri Surabaya
  • Udjang Pairin M. Bashir Universitas Negeri Surabaya

DOI:

https://doi.org/10.51878/language.v4i4.5187

Keywords:

Gamifikasi, Permainan Interaktif, Literasi Digital, Pembelajaran Bahasa Indonesia, Siswa Sekolah Menengah Atas

Abstract

ABSTRACT

In the digital era, digital literacy has become an essential aspect of learning, requiring innovative and engaging teaching methods. One effective approach is gamification, as it can enhance students' motivation and skills in accessing and analyzing technology-based information. This study aims to explore the effectiveness of interactive games in improving digital literacy of students at the senior high school (SMA) level, especially in Jombang City. The method used in this study is quantitative with a quasi-experimental design, which is designed to compare two groups of students. The experimental group received gamification-based learning, while the control group followed conventional learning methods. A total of 120 students from SMA Negeri 1 Jombang and SMA Negeri 2 Jombang were involved in this study, which were then divided into two groups. For data collection, this study involved a digital literacy test consisting of a pre-test and post-test, along with observations and questionnaires that explored students' perceptions regarding their experiences. The results of the analysis showed a significant increase in digital literacy scores for the experimental group compared to the control group. The average score on the post-test of the experimental group was recorded at 82.5, while the control group only had an average score of 72.3. Through the t-test, a significant difference was found (p <0.05), indicating that the learning method with interactive games was proven to be more effective in improving students' digital literacy. In addition, the results of the questionnaire  showed  that  87% of  students  found  it  easier  to understand the lesson material through interactive games, and 82% of students felt more motivated to learn.

ABSTRAK

Di era digital, literasi digital menjadi kebutuhan penting dalam pembelajaran yang menuntut adanya inovasi metode pengajaran. Salah satu pendekatan yang efektif adalah gamifikasi, karena mampu meningkatkan motivasi dan keterampilan siswa dalam mengakses serta menganalisis informasi berbasis teknologi. Penelitian ini bertujuan untuk mendalami efektivitas permainan interaktif dalam meningkatkan literasi digital siswa di tingkat Sekolah Menengah Atas (SMA) khususnya di Kota Jombang. Metode yang digunakan dalam penelitian ini adalah kuantitatif dengan desain eksperimen semu, yang dirancang untuk membandingkan dua kelompok siswa. Kelompok eksperimen mendapatkan pembelajaran berbasis gamifikasi, sementara kelompok kontrol mengikuti metode pembelajaran konvensional. Sebanyak 120 siswa dari SMA Negeri 1 Jombang dan SMA Negeri 2 Jombang dilibatkan dalam studi ini, yang kemudian dibagi menjadi dua kelompok. Untuk pengumpulan data, penelitian ini melibatkan tes literasi digital yang terdiri dari pre-test dan post-test, beserta observasi dan angket yang menggali persepsi siswa terkait pengalaman mereka. Hasil dari analisis menunjukkan adanya peningkatan yang signifikan dalam skor literasi digital untuk kelompok eksperimen dibandingkan dengan kelompok kontrol. Rata-rata skor pada post-test kelompok eksperimen tercatat mencapai 82.5, sedangkan kelompok kontrol hanya memiliki skor rata-rata 72.3. Melalui uji t-test, ditemukan perbedaan signifikan (p < 0.05), yang menunjukkan bahwa metode pembelajaran dengan permainan interaktif terbukti lebih efektif dalam meningkatkan literasi digital para siswa. Selain itu, hasil angket menunjukkan bahwa 87% siswa merasakan kemudahan dalam memahami materi pelajaran melalui permainan interaktif, dan 82% siswa merasa lebih termotivasi untuk belajar.

Downloads

Download data is not yet available.

References

Ady, W. N., Muhajir, S. N., & Irvani, A. I. (2024). Meningkatkan Keterampilan Berpikir Kritis Siswa SMA melalui Model Problem Based Learning Berbantuan Permainan Tradisional. JURNAL PENDIDIKAN MIPA, 14(3), 772-785.

Agus, K. R., & Kusuma Wardhani, K. D. (2023). Implementation of gamification in learning media to improve student activity and learning outcomes. International Journal of Multidisciplinary Research and Growth Evaluation, 4(2), 232–237. https://doi.org/10.54660/.IJMRGE.2023.4.2.232-237

Altomari, N., & Valenti, A. (2023). Gamification as a tool for learning and assessment of soft skills at school. Form@re - Open Journal per la formazione in rete, 23(1), 161–169. https://doi.org/10.36253/form-13765

Amalia, R., & Nugroho, A. (2020). Gamifikasi dalam Pembelajaran: Sebuah Pendekatan Inovatif di Era Digital. Jakarta: Pustaka Edukasi.

Arochman, T., & Rizal, M. D. F. (2023). Gamifikasi Bahasa: Media Literasi Untuk Siswa Tingkat Madrasah Ibtidaiyah Di Masa Pandemi. Muallimuna?: Jurnal Madrasah Ibtidaiyah, 8(2), 1. https://doi.org/10.31602/muallimuna.v8i2.7678

Bykova, O. (2022). Gamifification of the educational process as psychological and pedagogical problem. Scientific Bulletin of Flight Academy. Section: Pedagogical Sciences, 11, 26–31. https://doi.org/10.33251/2522-1477-2022-11-26-31

Chugh, R., & Turnbull, D. (2023). Gamification in education: A citation network analysis using CitNetExplorer. Contemporary Educational Technology, 15(2), ep405. https://doi.org/10.30935/cedtech/12863

de Cerqueira, B. B., Barbosa, D. N. F., & Mossmann, J. B. (2023). Stimulation of the Executive Functions Mediated by Digital Games: Current Challenges in the School Context (hlm. 187–206). https://doi.org/10.1007/978-3-031-27639-2_9

De Nicolò, M., Kanatschnig, T., Hons, M., Wood, G., Kiili, K., Moeller, K., Greipl, S., Ninaus, M., & Kober, S. E. (2023). Engaging learners with games–Insights from functional near-infrared spectroscopy. PLOS ONE, 18(6), e0286450. https://doi.org/10.1371/journal.pone.0286450

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification". Proceedings of the 15th International Academic MindTrek Conference, 9–15. https://doi.org/10.1145/2181037.2181040

Eshet-Alkalai, Y. (2004). Digital literacy: A conceptual framework for survival skills in the digital era. Journal of educational multimedia and hypermedia, 13(1), 93-106.

Gani, R. H. A., Supratmi, N., Wijaya, H., & Ernawati, T. (2024). Integrasi Teknologi Gamifikasi dalam Pembelajaran Bahasa dan Sastra Indonesia di Era Digital di SMP NWDI, Suralaga. JNANALOKA, 63-74.

Gee, J. P. (2007). What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan.

Gilster, P. (1997). Digital Literacy. Wiley.

Glas, R., van Vught, J., Fluitsma, T., De La Hera, T., & Gómez-García, S. (2023). Literacy at play: an analysis of media literacy games used to foster media literacy competencies. Frontiers in Communication, 8. https://doi.org/10.3389/fcomm.2023.1155840

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? A Literature Review of Empirical Studies on Gamification. Proceedings of the 47th Hawaii International Conference on System Sciences.

Hidayat, M. (2021). Pemanfaatan Gamifikasi dalam Pendidikan Bahasa di Indonesia. Bandung: Media Ilmu.

Hutson, J., Fulcher, B., & Weber, J. (2022). Gamification in Education: A Study of Design-Based Learning in Operationalizing a Game Studio for Serious Games. Journal of Intelligent Learning Systems and Applications, 14(04), 115–131. https://doi.org/10.4236/jilsa.2022.144010

Jenkins, H. (2009). Confronting the Challenges of Participatory Culture: Media Education for the 21st Century. MIT Press.

Jie, Y. X., Zakaria, A. Z. binti, & Hassan, H. binti. (2023). The Use of Gamification in Enhancing Students Engagement and Performance in ESL Speaking Lessons. International Journal of Academic Research in Business and Social Sciences, 13(1). https://doi.org/10.6007/IJARBSS/v13-i1/16205

Lee, W.-H., Shim, H.-M., & Kim, H.-G. (2022). Effect of Game-based Learning using Live Streaming on Learners’ Interest, Immersion, Satisfaction, and Instructors’ Perception. International Journal of Serious Games, 9(2), 3–26. https://doi.org/10.17083/ijsg.v9i2.457

León, A. M., Ferrer, J. M. R., Parra, J. M. A., Campoy, J. M. F., Trigueros, R., & Martínez, A. M. M. (2022). Play and learn: Influence of gamification and game-based learning in the reading processes of secondary school students. Revista de Psicodidáctica (English ed.), 27(1), 38-46. https://doi.org/10.1016/j.psicoe.2021.08.001

Lopez, A. (2021). Alfabetización digital en el desarrollo de capacidades de procesamiento de la información en estudiantes universitarios. Ciencia Latina Revista Científica Multidisciplinar, 5(4), 6280–6295. https://doi.org/10.37811/cl_rcm.v5i4.771

Munir. (2017). Pembelajaran Digital. Bandung: Alfabeta.

Nugraha, D. (2022). Literasi digital dan pembelajaran sastra berpaut literasi digital di tingkat sekolah dasar. Jurnal Basicedu, 6(6), 9230-9244.

Nurjannah, N., Kaswar, A. B., & Kasim, E. W. (2021). Efektifitas gamifikasi dalam pembelajaran Matematika. JURNAL MathEdu (Mathematic Education Journal), 4(2), 189-

Pereira, A. M. F., Fernandes, S. C. S., Bittencourt, I. I., & Félix, A. (2022). Flow theory and learning in the Brazilian context: a systematic literature review. Educação e Pesquisa, 48. https://doi.org/10.1590/s1678-4634202248237870eng

Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1–6. https://doi.org/10.1108/10748120110424816

Priyono, A. (2020). Game-based learning dalam pembelajaran Bahasa Indonesia di era digital. Jurnal Pendidikan Bahasa dan Sastra Indonesia, 5(1), 45–60. https://doi.org/10.1234/jpbsi.v5i1.1234

Rahardjo, T. (2021). Literasi Digital dalam Pembelajaran Bahasa di Sekolah Menengah Atas.

Rahmadi, R. (2019). Strategi Pembelajaran Digital untuk Meningkatkan Literasi Mahasiswa.

Rohmah, N. (2022). A Vocational School Cutting-Edge Learning Strategy: Examining Gamification Towards Student Engagement and Achievement. Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran, 8(3), 655. https://doi.org/10.33394/jk.v8i3.5779

Sáez-López, J.-M., Grimaldo-Santamaría, R.-Ó., Quicios-García, M.-P., & Vázquez-Cano, E. (2024). Teaching the Use of Gamification in Elementary School: A Case in Spanish Formal Education. Technology, Knowledge and Learning, 29(1), 557–581. https://doi.org/10.1007/s10758-023-09656-8

Sahabuddin, E. S., Haling, A., & Pertiwi, N. (2022). Development Of Character Strengthening Implementation Guidelines For Students. KLASIKAL?: Journal Of Education, Language Teaching And Science, 4(1), 56–67. https://doi.org/10.52208/klasikal.v4i1.124

Selwyn, N. (2010). Schools and schooling in the digital age: A critical analysis. Routledge.

Siregar, M. (2021). Teknologi Pendidikan di Indonesia: Tantangan dan Peluang. Jakarta: Kencana.

Suryani, T. (2022). Gamifikasi dan literasi digital: Studi empiris di sekolah menengah atas. Jurnal Pendidikan dan Teknologi, 11(2), 123–135. https://doi.org/10.5678/jpt.v11i2.5678

Syuhada, H., Hidayat, S., Mulyati, S., & Persada, A. G. (2024). Pengembangan gamifikasi pada pelajaran matematika sd dengan metode addie untuk meningkatkan minat belajar siswa. Rabit: Jurnal Teknologi Dan Sistem Informasi Univrab, 9(1), 1-14. semanticscholar.org

Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes (M. Cole, V. John-Steiner, S. Scribner, & E. Souberman, Eds. & Trans.). Harvard University Press.

Warsita, B. (2018). Teknologi Pembelajaran: Konsep dan Aplikasi dalam Pendidikan Bahasa. Rineka Cipta.

Wibawa, S. (2019). Inovasi Pembelajaran Berbasis Digital di Indonesia. Jakarta: Pustaka Akademik.

Yulianti, R. (2022). Pemanfaatan Teknologi dalam Pembelajaran Bahasa Indonesia. Jombang: Lontara Press.

Yuriananta, R., Suyitno, I., Basuki, I. A., & Susanto, G. (2023). The Development of Cultural Literacy for Indonesian for Foreign Speakers (BIPA) Students Through RPG Games with a Gamification Approach. Revista de Gestão Social e Ambiental, 17(4), e03472. https://doi.org/10.24857/rgsa.v17n4-019

Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media.

Zulqadri, D. M., & Nurgiyantoro, B. (2023). Pengembangan Multimedia Interaktif Berbasis Web untuk Meningkatkan Literasi Budaya dan Literasi Digital di Sekolah Dasar. Jurnal IPTEK- KOM (Jurnal Ilmu Pengetahuan Dan Teknologi Komunikasi), 25(1), 103-120. archive.org

Downloads

Published

2025-05-28

How to Cite

Anshori, I. T., & Bashir, U. P. M. (2025). GAMIFIKASI: EFEKTIVITAS GAME INTERAKTIF DALAM PENINGKATAN LITERASI DIGITAL SISWA. LANGUAGE : Jurnal Inovasi Pendidikan Bahasa Dan Sastra, 4(4), 188-198. https://doi.org/10.51878/language.v4i4.5187

Issue

Section

Articles