Analisis Kebutuhan Media Pembelajaran Berbasis Gamifikasi Dalam Meningkatkan Partisipasi dan Hasil Belajar Bahasa Inggris Pada Siswa SMP
DOI:
https://doi.org/10.71094/vkj.v4i1.230Keywords:
Gamification, English Learning, Learning Media, Participation, Learning OutcomesAbstract
This study aims to analyze the needs for developing gamification-based learning media to improve students’ participation and learning outcomes in English learning at the junior high school level. The research employed a Research and Development (R&D) approach using the ADDIE model, focusing on the analysis stage. The subjects of the study consisted of 32 seventh-grade students and two English teachers at SMP Negeri 40 Seram Bagian Timur. Data were collected through questionnaires and interviews. The questionnaire instrument consisted of 21 statements covering aspects of learning motivation, student participation, the use of learning media, interest in educational games, and the need for gamification-based learning media. Instrument validity was tested using Corrected Item Total Correlation, while reliability testing used Cronbach’s Alpha. The results showed that 17 out of 21 items were valid, and the reliability coefficient reached 0.859, indicating high reliability. Qualitative findings revealed that English learning was still dominated by conventional teacher-centered methods, causing students to become passive and less motivated in the learning process. Students showed a high interest in interactive and game-based learning. In addition, teachers supported the development of gamification-based learning media to create a more engaging and enjoyable learning environment. Therefore, gamification-based learning media are considered relevant and feasible to improve students’ motivation, participation, and English learning outcomes at the junior high school level.
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