Efektivitas Aplikasi Pembelajaran Matematika Berbasis Gamifikasi terhadap Motivasi Belajar dan Hasil Belajar Siswa SMP

Aulia, Sylviana Rizki (2026) Efektivitas Aplikasi Pembelajaran Matematika Berbasis Gamifikasi terhadap Motivasi Belajar dan Hasil Belajar Siswa SMP. Undergraduate thesis, Universitas Muhammadiyah Surabaya.

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Abstract

pembelajaran matematika berbasis gamifikasi terhadap motivasi belajar dan hasil belajar siswa SMP. Latar belakang penelitian ini didasarkan pada rendahnya motivasi belajar dan hasil belajar matematika siswa, khususnya pada materi Relasi dan Fungsi. Aplikasi pembelajaran berbasis gamifikasi yang digunakan dalam penelitian ini meliputi Wayground, Wordwall, dan Zep Quiz. Penelitian ini menggunakan pendekatan kuantitatif dengan metode Pre-Experimental Design dan desain One Group Pretest-Posttest Design. Subjek penelitian adalah siswa kelas VIII- C SMP Muhammadiyah 13 Surabaya tahun ajaran 2025/2026 yang berjumlah 25 siswa. Teknik pengumpulan data dilakukan melalui tes hasil belajar, angket motivasi belajar, observasi, dan dokumentasi. Instrumen penelitian yang digunakan meliputi soal pretest-posttest, angket motivasi belajar, dan lembar observasi. Teknik analisis data menggunakan uji validitas, uji reliabilitas, uji normalitas, uji Paired Sample t-Test, dan perhitungan N-Gain. Hasil penelitian menunjukkan bahwa motivasi belajar siswa mengalami peningkatan setelah diterapkan pembelajaran matematika berbasis gamifikasi. Rata-rata skor motivasi belajar sebelum perlakuan sebesar 26,64 meningkat menjadi 40,52 setelah perlakuan, dengan nilai signifikansi uji Paired Sample t-Test sebesar 0,000 < 0,05. Hasil belajar siswa juga mengalami peningkatan, ditunjukkan dari rata- rata nilai pretest sebesar 51,04 meningkat menjadi 72,04 pada posttest, dengan nilai signifikansi sebesar 0,000 < 0,05. Selain itu, hasil perhitungan N-Gain sebesar 0,456 berada pada kategori sedang. Berdasarkan hasil tersebut, dapat disimpulkan bahwa aplikasi pembelajaran matematika berbasis gamifikasi efektif dalam meningkatkan motivasi belajar dan hasil belajar matematika siswa SMP, dengan tingkat efektivitas hasil belajar berada pada kategori sedang.

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This study aimed to determine the effectiveness of gamification-based mathematics learning applications in improving junior high school students’ learning motivation and learning outcomes. The study was motivated by students’ low learning motivation and mathematics learning outcomes, particularly in the topic of Relations and Functions. The gamification-based learning applications used in this study included Wayground, Wordwall, and Zep Quiz. This study employed a quantitative approach using a pre-experimental method with a One-Group Pretest- Posttest Design. The research subjects consisted of 25 students from Grade VIII-C at SMP Muhammadiyah 13 Surabaya in the 2025/2026 academic year. Data were collected through learning outcome tests, a learning motivation questionnaire, observation, and documentation. The research instruments included pretest and posttest questions, a learning motivation questionnaire, and an observation sheet. Data were analyzed using validity testing, reliability testing, normality testing, a paired- samples t-test, and N-Gain calculation.
The results showed that students’ learning motivation increased after the implementation of gamification-based mathematics learning. The mean learning motivation score increased from 26.64 before the intervention to 40.52 after the intervention, with a paired-samples t-test significance value of p < 0.001. Students’ learning outcomes also improved, as indicated by an increase in the mean score from 51.04 on the pretest to 72.04 on the posttest, with a significance value of p < 0.001. In addition, the N-Gain score of 0.456 was categorized as moderate. Based on these results, it can be concluded that gamification-based mathematics learning applications were effective in improving junior high school students’ learning motivation and mathematics learning outcomes, with the effectiveness of the improvement in learning outcomes categorized as moderate.

Item Type: Thesis (Undergraduate)
Uncontrolled Keywords: gamifikasi; motivasi belajar; hasil belajar; pembelajaran matematika; relasi dan fungsi; gamification; learning motivation; learning outcomes; mathematics learning; relations and functions.
Subjects: L Education > LB Theory and practice of education
Q Science > QA Mathematics
Divisions: 06. Fakultas Pendidikan, Komunikasi dan Sains > Pendidikan Matematika
Depositing User: Sylviana Rizki Aulia
Date Deposited: 13 Oct 2026 02:07
Last Modified: 13 Oct 2026 02:07
URI: https://repository.um-surabaya.ac.id/id/eprint/14988

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