Rohendi, - (2024) PROSES PEMBELAJARAN BERBASIS GAMIFIKASI DIGITAL SEBAGAI UPAYA PENINGKATAN KEMAMPUAN LITERASI DAN NUMERASI SISWA: Single Case Study pada Salah Satu SMP di Kabupaten Purwakarta. S1 thesis, Universitas Pendidikan Indonesia.
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Abstract
Kemampuan literasi dan numerasi merupakan elemen kunci dalam pendidikan yang menentukan kesuksesan siswa di masa depan, sehingga penting bagi mereka untuk menjadi warga negara yang aktif dan konstruktif. Namun berbagai penelitian menunjukkan bahwa, kemampuan literasi dan numerasi anak-anak di Indonesia masih memprihatinkan. Penelitian ini bertujuan mengeksplorasi apakah metode pembelajaran berbasis gamifikasi digital dapat meningkatkan kemampuan literasi dan numerasi siswa. Penelitian ini menggunakan metode kualitatif dengan desain single case study, serta teknik analisis data model Miles dan Huberman. Pengumpulan data dilakukan melalui wawancara mendalam, observasi, dan dokumentasi. Wawancara dilakukan kepada guru-guru di salah satu SMP di Kabupaten Purwakarta yang pernah menerapkan pembelajaran berbasis gamifikasi digital. Hasil penelitian menunjukkan bahwa penerapan pembelajaran berbasis gamifikasi digital mampu meningkatkan keterampilan literasi melalui analisis mendalam terhadap teks dan cerita, serta peningkatan dalam keterampilan numerasi melalui soal matematika yang bervariasi. Keterlibatan siswa juga terlihat dari respon yang antusias dan partisipasi aktif dalam diskusi serta kolaborasi. ----- Literacy and numeracy skills are key elements in education that determine students' future success, making it essential for them to become active and constructive citizens. However, various studies show that children's literacy and numeracy skills in Indonesia are still concerning. This study aims to explore whether digital gamification-based learning methods can improve students' literacy and numeracy skills. This research uses qualitative method with single case study design, and data analysis technique of Miles and Huberman model. Data were collected through in-depth interviews, observation and documentation. Interviews were conducted with teachers at one of the junior high schools in Purwakarta Regency who had implemented digital gamification-based learning. The results showed that the implementation of digital gamification-based learning was able to improve literacy skills through in-depth analysis of texts and stories, as well as improvement in numeracy skills through varied math problems. Student engagement is also evident from enthusiastic responses and active participation in discussion and collaboration.
Item Type: | Thesis (S1) |
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Additional Information: | https://scholar.google.com/citations?view_op=new_profile&hl=en ID SINTA Dosen Pembimbing: Nuur Wachid Abdul Majid: 6054692 Dian Permata Sari: 6160445 |
Uncontrolled Keywords: | Pembelajaran, Gamifikasi, Peningkatan Kemampuan, Literasi, Numerasi. Learning, Gamification, Skill Improvement, Literacy, Numeracy. |
Subjects: | L Education > L Education (General) |
Divisions: | UPI Kampus Purwakarta > S1 Pendidikan Sistem Teknologi dan Informasi |
Depositing User: | Rohendi |
Date Deposited: | 28 Aug 2024 03:22 |
Last Modified: | 28 Aug 2024 03:22 |
URI: | http://repository.upi.edu/id/eprint/121034 |
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