The Effectiveness of Natural Science Learning Based on Gamification to improving Learning Outcomes

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Siti Muyaroah, Muhammad japar, Indina Tarjiah

Abstract

Abstract: This study explores a science learning model that is gamified. Using a gamification-based learning management system (LMS), flipped education, Science, Environment, Technology, and Society (SETS), and Problem-Based Learning (PBL) arrived together to create this learning approach. The teacher sets up teams and discusses into the lesson's goals, the resources that will be covered, the media that will be utilized, and how they will be applied. Students work in teams to answer issues after the teacher organizes the pupils into six teams and went through the topic with them. Pupils use a variety of learning tools, including books, notebooks, the internet, and materials from their surroundings, when they collaborate as teams to solve challenges. During class, students collaborate to find solutions to the teacher's difficulties by having conversations with their teams. It turns out that pupils are affected differently by technology use. Pupils get excited and driven to study and comprehend the subject matter more fully. In Baturaja, Ogan Komering Ulu Regency, South Sumatra, Indonesia, the 7th grade junior high school students learned natural science online by gamification. Students who study with the scientific learning model are polled and critically evaluated at the conclusion of the semester. The results of the investigation demonstrate pupils learn more successfully in classes that apply the science learning model. Pupils not only have good learning outcomes but also have a strong will to learn and abilities to think critically. Furthermore, using this learning paradigm has a positive effect on pupil's capacity to share information. This occurs as a result of pupils' constant discussion and opinion-sharing with friends in teams and during class.

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