PENERAPAN GAMIFIKASI SEBAGAI UPAYA PENINGKATAN MOTIVASI BELAJAR SISWA AKUNTANSI PADA SALAH SATU SMK DI KARANGANYAR TAHUN AJARAN 2024/2025
Abstract
This study aimed to describe the improvement of students’ learning motivation. It was a Classroom Action Research (CAR) conducted in two cycles, with each cycle consisting of the stages of planning, implementation, observation, and reflection. The subjects of the study were 17 students of Class XI Accounting and Financial Institution (AKL) at SMK in Karanganyar. The data collection techniques used were observation, questionnaires, and documentation. The validity of the instruments was tested using source triangulation, method triangulation, and construct validity. The data analysis techniques used were quantitative data analysis. The results of the study showed that the implementation of the gamification learning model improved students’ learning motivation. In the pre-action stage, 7 students (42%) had low learning motivation. In the first cycle, 12 students (70%) showed high learning motivation. In the second cycle, the number of students with high learning motivation increased to 14 students (83%). Therefore, it was concluded that the implementation of the gamification learning model improved students’ learning motivation.
Keywords: Classroom Action Research; Gamification Learning Model; Students' Learning Motivation;
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DOI: https://doi.org/10.20961/jppak.v6i2.116879
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