Gamification Learning Menggunakan Classcraft pada Google Classroom untuk Optimalisasi Motivasi Belajar Matematika Siswa SMP
Abstract
The decline in direct student involvement in the learning process can lead to a decline in student motivation. One way to address this situation is by implementing gamified learning. The aim of this research is to determine the feasibility of gamified learning using Classcraft in Google Classroom and to assess students' reactions regarding their motivation to learn through gamified learning with Classcraft in Google Classroom. The method used is Research and Development (R&D), introduced by Borg and Gall and modified by Sukmadinata. This study involves eighth-grade students at SMP Negeri 3 Kota Serang, with limited participation of 5 students for the initial phase, followed by a field study involving 15 students. The data collection instrument used in this research is a questionnaire. The results of the study show that: 1) The gamified learning media using Classcraft on Google Classroom to optimize students' learning motivation received a feasibility rating of 93.75% in the "Very Good" category from the material expert test and 92.50% in the "Very Good" category from the media expert test. 2) Students' responses to "Gamified Learning Using Classcraft on Google Classroom to Optimize Students' Learning Motivation" in the limited trial reached 81.77%, earning a "Very Good" rating. In the practical test, it received a "Very Good" rating of 81.36%
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