Feptiana, Isriyanti (2025) ANALISIS IMPLEMENTASI MEDIA ASSESMEN PEMBELAJARAN BERBASIS GAMIFIKASI DI SMA SEKECAMATAN NATAR. Diploma thesis, UIN RADEN INTAN LAMPUNG.
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Abstract
ABSTRAK Di era digital, asesmen pembelajaran yang masih didominasi oleh metode konvensional dinilai kurang mampu menumbuhkan motivasi dan partisipasi aktif peserta didik. Hal ini berdampak pada rendahnya keterlibatan siswa dalam proses evaluasi dan berpotensi mengurangi pemahaman terhadap materi yang dipelajari. Penelitian ini bertujuan untuk menganalisis implementasi media asesmen pembelajaran berbasis gamifikasi di SMA se-Kecamatan Natar, serta mengidentifikasi kendala yang dihadapi guru dalam penerapannya. Penelitian ini menggunakan pendekatan deskriptif kualitatif dengan teknik pengumpulan data melalui angket, wawancara, dan dokumentasi. Subjek penelitian terdiri dari guru biologi di empat SMA yang telah menerapkan asesmen berbasis gamifikasi. Analisis data dilakukan menggunakan bantuan perangkat lunak NVivo 11 Plus. Hasil penelitian menunjukkan bahwa implementasi media asesmen berbasis gamifikasi di SMA se-Kecamatan Natar telah memberikan dampak positif terhadap keterlibatan dan hasil belajar peserta didik, terutama melalui platform seperti Quizizz dan Kahoot. Simpulan dari penelitian ini adalah yang dilakukan di SMA F, SMA G. SMA I, dan SMA J, dapat disimpulkan bahwa implementasi media asesmen pembelajaran berbasis gamifikasi telah terlaksana dengan baik dan memberikan dampak positif terhadap hasil belajar siswa, khususnya pada mata pelajaran Biologi. Implementasi gamifikasi meningkatkan motivasi, partisipasi aktif, serta pemahaman siswa terhadap materi. Guru juga terbantu dalam menyajikan evaluasi yang lebih menarik dan efisien. Meskipun masih terdapat kendala seperti keterbatasan literasi digital dan infrastruktur di beberapa sekolah, secara umum asesmen gamifikasi terbukti relevan, inovatif, dan berkontribusi positif terhadap peningkatan kualitas pembelajaran dan hasil belajar siswa. Kata Kunci: Asesmen Pembelajaran, Gamifikasi, Hasil Belajar. iii ABSTRACT In the digital era, learning assessments that are still dominated by conventional methods are considered less effective in fostering students’ motivation and active participation. This condition leads to low student engagement in the evaluation process, which in turn can reduce their understanding of the learning material. The purpose of this study is to analyze the implementation of gamified assessment media in high schools across the Natar sub-district and to identify the challenges teachers face in its application. This study employs a descriptive qualitative approach with data collected through questionnaires, interviews, and documentation. The research subjects consisted of biology teachers from four high schools that had implemented gamified assessments. Data analysis was conducted using NVivo 11 Plus software. The results showed that the implementation of gamified assessment media in these schools had a positive impact on student engagement and learning outcomes, especially through platforms such as Quizizz and Kahoot. The study concludes that the implementation in schools F, G, I, and J was successful and positively influenced student learning, particularly in biology. Gamification enhanced student motivation, active participation, and understanding of the material. It also helped teachers deliver more engaging and efficient assessments. Despite challenges such as limited digital literacy and infrastructure in some schools, gamified assessments proved to be relevant, innovative, and contributed positively to the improvement of learning quality and outcomes. Keywords: Gamification, Learning Assessment, , Learning Motivation.
| Item Type: | Thesis (Diploma) |
|---|---|
| Subjects: | Pendidikan Biologi |
| Divisions: | Fakultas Tarbiyah dan Keguruan > Pendidikan Biologi |
| Depositing User: | LAYANAN PERPUSTAKAAN UINRIL REFERENSI |
| Date Deposited: | 20 Nov 2025 03:02 |
| Last Modified: | 20 Nov 2025 03:02 |
| URI: | https://repository.radenintan.ac.id/id/eprint/41684 |
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