Tingkat Motivasi Belajar Murid melalui Gamifikasi dalam Manajemen Kelas

Intan Tri Utami, Sri Marmoah, Supianto Supianto

Abstract

Elementary school students' learning motivation needs to be strengthened through classroom management that is engaging and orderly, and that provides positive reinforcement. This study aims to describe students' learning motivation levels following the implementation of gamification in classroom management. A quantitative approach with a quasi-experimental design was employed. The sample consisted of 54 fifth-grade students: 32 in the experimental group and 22 in the control group. Data were collected using a Likert-scale learning motivation questionnaire and analyzed descriptively, supported by N-Gain and effect size calculations. The mean post-test score for learning motivation in the experimental group was 85.03, higher than the control group's score of 73.00. In the experimental group, 25 students fell into the high category and 7 into the medium category, with no students in the low category. The experimental group's N-Gain of 0.635 and Cohen’s d of 1.027 indicate a strong improvement and effect. Gamification elements such as points, badges, leaderboards, and challenges can serve as classroom management strategies to foster a learning environment that is active and enjoyable, thereby supporting elementary students' learning motivation.

Keywords

Gamification; Classroom Management; Learning Motivation; Elementary School; Mathematic;

References

Anggraini, S., & Sukartono. (2022). Upaya Guru dalam Meningkatkan Motivasi Belajar Peserta Didik di Sekolah Dasar. Jurnal Basicedu, 6(3), 5287–5294. https://doi.org/https://doi.org/10.31004/basicedu.v6i3.3071 Ardiansyah, A., Rifai, D. S., & Yahya, A. I. B. (2025). Optimalisasi Manajemen Kelas untuk Membangun Lingkungan Belajar yang Kondusif. ITQAN: Jurnal Ilmu-Ilmu Kependidikan, 16(1), 37–49. https://doi.org/https://doi.org/10.47766/itqan.v16i1.4977 Azmii, R., & Utami, R. D. (2022). Penguatan Disiplin dalam Pembelajaran Melalui Penerapan Rules and Procedures pada Siswa Sekolah Dasar. Jurnal Basicedu, 6(4), 6320–6328. https://doi.org/https://doi.org/10.31004/basicedu.v6i4.3113 Azzukhruf, M. S. M., Marmoah, S., & Budiharto, T. (2022). Analisis Dampak Penggunaan Smartphone untuk Bermain Game Pada Motivasi Belajar Peserta Didik Kelas 6 Sekolah Dasar. Didaktika Dwija Indria, 10(4), 13–17. https://doi.org/https://doi.org/10.20961/ddi.v10i4.63509 Chen, P. Z., Chang, T. C., & Wu, C. L. (2022). Class of Oz: role-play gamification integrated into classroom management motivates elementary students to learn. Educational Studies, 50(6), 1373–1388. https://doi.org/10.1080/03055698.2022.2081788 Deci, E. L., Olafsen, A. H., & Ryan, R. M. (2017). Self-Determination Theory in Work Organizations: The State of a Science. Annual Review of Organizational Psychology and Organizational Behavior, 4, 19–43. https://doi.org/https://doi.org/10.1146/annurev-orgpsych-032516-113108 Dharma, A., & Padmarani Sudewiputri. (2021). Motivasi Belajar Mahasiswa Pada Pembelajaran Daring Selama Pandemik Covid-19. Jurnal Pedagogi Dan Pembelajaran, 4(2), 295–301. https://doi.org/https://doi.org/10.23887/jp2.v4i2.33394 Farida, N., Arifin, S., & Hikmawati, N. (2024). Manajemen Kelas dengan Pendekatan Saintifik dan Motivasi Belajar Siswa SD. ABUYA: Jurnal Pendidikan Dasar, 2(1), 42–63. https://doi.org/https://doi.org/10.52185/abuyaVol2iss1Y2024491 Fitriana, A. N., Aisah, M. N., Rianto, E. I., & Widakdo, R. (2024). Optimalisasi Pengelolaan Kelas dalam Meningkatkan Motivasi dan Kedisiplinan Siswa. Jurnal Madinasika, 5(2), 97–105. https://doi.org/http://dx.doi.org/10.31949.v5i2.8267 Fitriya, E., Nurhayati, F., Rosulina, D., Santora, P., & Taupik, O. (2025). Peran Motivasi Intrinsik dan Ekstrinsik dalam Meningkatkan Hasil Belajar Pendidikan Agama Islam. Didaktika: Jurnal Kependidikan, 14(1), 1055–1064. Handayani, F., & Ardiansyah, R. (2025). Pengaruh Gamifikasi Terhadap Perceived Enjoyment Pada Mata Pelajaran IPAS di Sekolah Dasar gugus II Ahmad Yani Kecamatan Laweyan. JDDI: Jurnal Didaktika Dwija Indria, 14(3), 876–883. https://doi.org/https://doi.org/10.20961/ddi.v14i3.14.3.876-883 Hasbullah, R. A., Awaliyah, F. R., Andi Adam, & Mastia, H. (2025). Gamifikasi dalam Pengembangan Bahan Ajar: Strategi Peningkatan Motivasi Belajar di Era Gen Z. Didaktik : Jurnal Ilmiah PGSD FKIP Universitas Mandiri, 11(4), 263–280. https://doi.org/https://doi.org/10.36989/didaktik.v11i04.8325 Hidayat, W., Jahari, J., & Shyfa, C. N. (2018). Manajemen Kelas Dalam Meningkatkan Proses Pembelajaran Di Madrasah. Jurnal Pendidikan Universitas Garut, 12(1), 6–7. https://doi.org/https://journal.uniga.ac.id/ Jannah, F. M., Ekawati, R., & Mariana, N. (2025). Potensi Microlearning Game dalam Meningkatkan Motivasi Belajar Matematika Siswa Sekolah Dasar. Didaktika: Jurnal Kependidikan, 14(3), 4073–4080. https://doi.org/https://doi.org/10.58230/27454312.2344 Kotera, Y., Taylor, E., Fido, D., Williams, D., & Tsuda, F. (2023). Motivation of UK graduate students in education : self-compassion moderates pathway from extrinsic motivation to intrinsic motivation. Current Psychology, 42(12), 10163–10176. https://doi.org/10.1007/s12144-021-02301-6 Li, L., Hew, K. F., & Du, J. (2024). Gamification Enhances Student Intrinsic Motivation, Perceptions of Autonomy and Relatedness, but Minimal Impact on Competency: A Meta-analysis and Systematic Review. Educational Technology Research and Development, 72(2), 765–796. https://doi.org/10.1007/s11423-023-10337-7 Mahmubi, M., & Homaidi. (2025). Analisis Implementasi Pembelajaran Berbasis Gamifikasi Pada Peningkatan Motivasi Belajar Siswa. Jurnal Al-Abshor : Jurnal Pendidikan Agama Islam, 2(1), 1–9. https://doi.org/https://doi.org/10.71242/wf9q5253 Maisyaroh, S., & Kholisna, T. (2024). Pengaruh Academic Burnout Terhadap Motivasi Belajar. Psikodinamika: Jurnal Literasi Psikologi, 4(1), 1–14. https://doi.org/https://doi.org/10.36636/psikodinamika.v4i1.3936 Marmoah, S., Febriyanti, R. T., Barokah, D. S., & Suryani, Y. (2025). Efektivitas Pengelolaan Kelas dengan Menerapkan Pembelajaran Berdiferensiasi untuk Meningkatkan Kualitas Pembelajaran Matematika di SD Negeri Laweyan Surakarta. JPI (Jurnal Pendidikan Indonesia): Jurnal Ilmiah Pendidikan, 11(1), 9. https://doi.org/10.20961/jpiuns.v11i1.109646 Marmoah, S., Mulia, B. N., & Hadiyah. (2023). Manajemen Kepala Sekolah dalam Pemberdayaan Guru dalam Mengelola Kelas Sekolah dasar. Jurnal Pendidikan Dasar, 10(1), 1–13. https://doi.org/https://doi.org/10.20961/jpd.v10i1.64469 Matsuri, M., Pujiman, P., & Rukayah, R. (2021). Penerapan prinsip manajemen kelas dan pengaruhnya terhadap motivasi belajar siswa di sekolah dasar. JPI (Jurnal Pendidikan Indonesia): Jurnal Ilmiah Pendidikan, 7(2), 124–128. https://doi.org/10.20961/jpiuns.v7i2.47616 Miladiah, F. U., Fithri, R., & Lestari, Y. I. (2026). Systematic Literature Review : Role of Reinforcement In Intrinsic and Extrinsic Motivation. Socius: Jurnal Penelitian Ilmu-Ilmu Sosial, 3(6), 1–12. https://doi.org/https://doi.org/10.5281/zenodo.18058630 Missouri, R., & Nurkasmir, S. (2024). Analisis Dampak Gamifikasi dalam Manajemen Kelas terhadap Motivasi dan Hasil Belajar Siswa. Pendiri: Jurnal Riset Pendidikan, 2(1), 9–17. https://doi.org/https://doi.org/10.63866/pendiri.v2i1.60 Mohammed, M., Fatemah, A., & Hassan, L. (2024). Effects of Gamification on Motivations of Elementary School Students: An Action Research Field Experiment. Simulation and Gaming, 55(4), 600–636. https://doi.org/10.1177/10468781241237389 Mora, A. B. (2020). Gamification for classroom management: An implementation using classdojo. Sustainability (Switzerland), 12(22), 1–16. https://doi.org/10.3390/su12229371 Riyadi, Triyani, S., & Astuti, R. P. (2021). Efektivitas Media Gamifikasi Wordwall dalam Meningkatkan Kemampuan Pemecahan Masalah Matematika Sekolah Dasar. Social, Humanities, and Educational Studies, 9(1), 167–186. https://doi.org/https://doi.org/10.20961/shes.v9i1.117900 Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380. https://doi.org/10.1016/j.chb.2016.12.033 Septiani, S. S. (2025). Implementasi Gamifikasi Untuk Meningkatkan Motivasi Belajar Siswa Sekolah Dasar Dalam Pembelajaran Bahasa Indonesia. 2(4), 652–661. Srimuliyani. (2023). Menggunakan Teknik Gamifikasi untuk Meningkatkan Pembelajaran dan Keterlibatan Siswa di Kelas. EDUCARE: Jurnal Pendidikan Dan Kesehatan, 1(1), 29–35. https://doi.org/https://doi.org/10.70437/jedu.v1i1.2 Valentinna, C. R., Kurnianti, E. M., & Hasanah, U. (2024). Media Belajar Gamifikasi terhadap Peningkatan Motivasi Belajar Siswa Sekolah Dasar. Jurnal Basicedu, 8(3), 1722–1732. https://doi.org/https://doi.org/10.31004/basicedu.v8i3.7476 Vu, H. M. T. (2022). Current Situation of Classroom Management at Primary Schools to Meet the Requirements of the 2018 General Education Curriculum in Vietnam. Vietnam Journal of Education, 6(3), 238–248. https://doi.org/https://doi.org/10.52296/vje.2022.182 Wang, K. (2024). Exploring the Application of Gamification Thinking in Primary School Class Management. Journal of Education and Educational Research, 9(3), 138–141. https://doi.org/10.54097/55n35m49 Wiguna, D. C., & Muhroji. (2022). Analisis Pelaksanaan Pengelolaan Kelas di Sekolah Dasar. Jurnal Basicedu, 6(4), 6524–6532. https://doi.org/https://doi.org/10.31004/basicedu.v6i4.3176 Winarni, R., Supianto, & Nur Halimah, A. (2024). Pengaruh Model Pembelajaran Project Based Learning terhadap Motivasi Belajar IPAS Peserta Didik Kelas V Sekolah Dasar. Jurnal Didaktika Dwija Indria, 12(2), 67–72. https://doi.org/https://doi.org/10.20961/ddi.v12i2.83911 Yantoro. (2020). Strategi Pengelolaan Kelas yang Efektif dalam Menumbuhkan Sikap Disiplin Siswa. Jurnal Muara Pendidikan, 5(1), 586–592. https://doi.org/https://doi.org/10.52060/mp.v5i1.265

Refbacks

  • There are currently no refbacks.