Analisis Penerapan Gamifikasi dalam Pembelajaran Digital dan Motivasi Belajar Mahasiswa pada Mata Kuliah Aljabar Linear Dasar
DOI:
https://doi.org/10.66749/cbs5aj80Keywords:
Aljabar linear dasar, Gamifikasi, Motivasi belajar, Pembelajaran digitalAbstract
Pembelajaran mata kuliah Aljabar Linear Dasar kerap menghadapi tantangan berupa rendahnya keterlibatan mahasiswa akibat materi yang bersifat abstrak dan membutuhkan kemampuan penalaran tinggi. Gamifikasi hadir sebagai pendekatan inovatif yang mengintegrasikan elemen permainan ke dalam konteks pembelajaran untuk meningkatkan motivasi dan partisipasi aktif mahasiswa. Penelitian ini bertujuan menganalisis penerapan gamifikasi dalam pembelajaran digital serta kaitannya dengan motivasi belajar mahasiswa pada mata kuliah Aljabar Linear Dasar. Metode yang digunakan adalah kuantitatif deskriptif dengan teknik survei melalui kuesioner skala Likert lima poin yang disebarkan secara daring kepada 38 mahasiswa yang telah mengikuti pembelajaran digital berbasis gamifikasi. Data dianalisis menggunakan statistik deskriptif berupa nilai rata-rata. Hasil penelitian menunjukkan bahwa persepsi mahasiswa terhadap gamifikasi memperoleh rata-rata skor sebesar 3,89, sedangkan motivasi belajar mencapai rata-rata 3,99, keduanya berada dalam kategori tinggi. Elemen gamifikasi yang paling direspons positif meliputi sistem poin, badge, leaderboard, challenge, dan level, yang dinilai mampu menciptakan suasana belajar lebih dinamis dan interaktif. Temuan ini mengindikasikan bahwa gamifikasi berpotensi menjadi strategi pembelajaran efektif untuk meningkatkan keterlibatan mahasiswa sekaligus mendukung pemahaman konsep-konsep abstrak dalam Aljabar Linear Dasar di perguruan tinggi.
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