Alya Najla Dzakirah, - and Sapriya, - and Diana Noor Anggraini, - (2025) HUBUNGAN ANTARA PENGGUNAAN MEDIA GAMIFIKASI DALAM PEMBELAJARAN IPS DENGAN KETERAMPILAN KREATIVITAS PESERTA DIDIK DI SMPN 5 BANDUNG. S1 thesis, Universitas Pendidikan Indonesia.
Abstract
Penelitian ini dilatarbelakangi oleh pentingnya peningkatan keterampilan kreativitas peserta didik dalam pembelajaran Ilmu Pengetahuan Sosial (IPS), yang menjadi salah satu kompetensi esensial abad ke-21. Seiring dengan berkembangnya teknologi pendidikan, media pembelajaran berbasis gamifikasi mulai banyak digunakan sebagai alternatif inovatif untuk menciptakan suasana belajar yang lebih interaktif dan menyenangkan. Penelitian ini bertujuan untuk mencari hubungan antara penggunaan media pembelajaran gamifikasi dalam pembelajaran IPS dengan keterampilan kreativitas peserta didik kelas VII. Penelitian ini menggunakan pendekatan kuantitatif metode korelasi product moment dan teknik pengumpulan data menggunakan instrumen penelitian berupa angket. Populasi dalam penelitian ini adalah seluruh peserta didik kelas VII di SMP Negeri 5 Bandung yang berjumlah 383 peserta didik. Penelitian ini menggunakan teknik jenis purposive sampling, yaitu sebanyak 68 peserta didik. Berdasarkan tabel analisis IBM SPSS versi 26 dengan teknik korelasi product moment, nilai pearson diperoleh 0,800 dengan sig 0,000. Karena nilai sig 0,000 < 0,05, maka dapat disimpulkan terdapat hubungan antara penggunaan media gamifikasi dalam pembelajaran IPS dengan keterampilan kreativitas peserta didik pada α= 5%. This research is motivated by the importance of enhancing students' creativity skills in Social Studies learning, which is considered one of the essential competencies of the 21st century. Along with the advancement of educational technology, gamification-based learning media have increasingly been used as innovative alternatives to create a more interactive and engaging learning environment. This study aims to examine the relationship between the use of gamification learning media in Social Studies and the creativity skills of seventh-grade students. A quantitative approach was used with the product moment correlation method, and data were collected through a questionnaire instrument. The population of this study comprised all seventh-grade students at SMP Negeri 5 Bandung, totaling 383 students. The research employed purposive sampling, selecting 68 students as the sample. Based on the analysis using IBM SPSS version 26 and the product moment correlation technique, the Pearson correlation value obtained was 0.800 with a significance level of 0.000. Since the significance value of 0.000 < 0.05, it can be concluded that there is a significant relationship between the use of gamification media in Social Studies learning and students’ creativity skills at α = 5%.
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Item Type: | Thesis (S1) |
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Additional Information: | https://scholar.google.com/citations?hl=en&user=-rSS7OMAAAAJ ID SINTA Dosen Pembimbing: Sapriya: 5987047 Diana Noor Anggraini: 6140867 |
Uncontrolled Keywords: | Media Gamifikasi, Keterampilan Kreativitas, Ilmu Pengetahuan Sosial. Gamification Media, Creativity Skills, Social Studies. |
Subjects: | H Social Sciences > H Social Sciences (General) L Education > L Education (General) L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools |
Divisions: | Fakultas Pendidikan Ilmu Pengetahuan Sosial > Pendidikan IPS |
Depositing User: | Alya Najla Dzakirah |
Date Deposited: | 11 Sep 2025 03:20 |
Last Modified: | 11 Sep 2025 03:20 |
URI: | http://repository.upi.edu/id/eprint/138470 |
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