EFEKTIVITAS PENGGUNAAN GAMIFIKASI DALAM PEMBELAJARAN DI SEKOLAH DASAR: ANALISIS TREN PENELITIAN 2020-2025

Wahyu Dwi Aji, Sri Haryani, Bambang Subali, Nuni Widiarti

Abstract


Penelitian ini bertujuan untuk menganalisis tren dan efektivitas penggunaan gamifikasi dalam pembelajaran di sekolah dasar berdasarkan studi yang diterbitkan antara tahun 2020-2025. Menggunakan pendekatan PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses), kajian ini mengevaluasi 50 artikel penelitian yang berfokus pada implementasi gamifikasi dalam berbagai konteks pembelajaran di sekolah dasar. Hasil analisis menunjukkan bahwa penerapan gamifikasi secara signifikan meningkatkan berbagai aspek pembelajaran, tidak hanya terbatas pada motivasi (86% studi) dan keterlibatan siswa (80%), tetapi juga hasil belajar (70%), pemahaman konsep (65%), keterampilan berpikir kritis, dan kolaborasi. Platform gamifikasi yang paling banyak digunakan adalah Kahoot, Quizizz, dan ClassDojo, dengan elemen gamifikasi dominan berupa poin (76%), umpan balik langsung (72%), dan kuis (68%). Terdapat kecenderungan peningkatan penelitian tentang gamifikasi adaptif yang disesuaikan dengan tipe pemain dan karakteristik individual siswa. Meskipun demikian, tantangan implementasi seperti infrastruktur teknologi, pelatihan guru, dan desain gamifikasi yang tepat masih perlu diatasi. Penelitian ini menyimpulkan bahwa diperlukan pendekatan desain berpusat pada siswa, integrasi dengan tujuan pembelajaran, pengembangan profesional guru, keseimbangan elemen kompetitif-kolaboratif, pengembangan sistem adaptif, evaluasi berkelanjutan, dan desain inklusif untuk memaksimalkan potensi gamifikasi dalam menciptakan lingkungan belajar yang menarik dan efektif di tingkat sekolah dasar.

Keywords


gamifikasi; sekolah dasar; efektivitas pembelajaran; literature review

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DOI: https://doi.org/10.29100/.v7i4.7873

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