Pengaruh Gamifikasi Berbasis Point System terhadap Motivasi dan Keterlibatan Mahasiswa dalam Mata Kuliah Desain Grafis

Authors

  • Saras Pratama Universitas Negeri Medan

DOI:

https://doi.org/10.60076/indotech.v3i1.1200

Keywords:

gamifikasi, point system, motivasi belajar, keterlibatan mahasiswa, desain grafis

Abstract

Gamifikasi telah menjadi pendekatan inovatif dalam dunia pendidikan untuk meningkatkan motivasi dan keterlibatan mahasiswa. Penelitian ini membahas pengaruh gamifikasi berbasis point system terhadap motivasi dan keterlibatan mahasiswa dalam mata kuliah Desain Grafis dengan metode quasi-eksperimen pretest-posttest control group melibatkan 60 mahasiswa. Hasil menunjukkan peningkatan signifikan motivasi dan keterlibatan pada kelompok eksperimen dibandingkan kontrol. Implikasi praktis dari penelitian ini dapat diterapkan dalam berbagai bidang pendidikan untuk meningkatkan partisipasi dan minat belajar mahasiswa. Kelompok eksperimen mengikuti pembelajaran dengan integrasi elemen gamifikasi seperti poin, lencana, dan papan peringkat, sementara kelompok kontrol mengikuti pembelajaran konvensional. Instrumen yang digunakan meliputi angket motivasi belajar dan keterlibatan mahasiswa, serta dokumentasi hasil tugas desain grafis. Analisis data dilakukan menggunakan uji-t untuk mengetahui perbedaan signifikan antara kedua kelompok. Hasil penelitian menunjukkan bahwa penerapan gamifikasi berbasis point system secara signifikan meningkatkan motivasi dan keterlibatan mahasiswa dibandingkan dengan metode pembelajaran konvensional. Temuan ini mendukung penggunaan gamifikasi sebagai strategi efektif dalam pembelajaran Desain Grafis untuk meningkatkan partisipasi dan hasil belajar mahasiswa.

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Published

2025-04-30

How to Cite

Pratama, S. (2025). Pengaruh Gamifikasi Berbasis Point System terhadap Motivasi dan Keterlibatan Mahasiswa dalam Mata Kuliah Desain Grafis. Indonesian Journal of Education And Computer Science, 3(1), 1–6. https://doi.org/10.60076/indotech.v3i1.1200