The Effect of Gamification Strategies on Mathematics Learning Outcomes Is Reviewed Based on Self-Efficacy
DOI:
https://doi.org/10.31000/prima.v9i1.13111Kata Kunci:
Self-Efficacy, Mathematics Learning Outcomes, Kahoot, Powerpoint, Gamification Strategy.Abstrak
This study aims to explain the interaction between the gamification strategy and the level of self-efficacy on students' mathematics learning outcomes. This research uses a quantitative method with a quasi-experimental design and two-way analysis of variance (ANOVA). The population of this study consists of all eighth-grade classes at Mts Al Ittihadiyah, and the research sample consists of students from classes VIII-1 and VIII-2, selected using Cluster Random Sampling technique. The results show that the gamification strategy has a significant impact on mathematics learning outcomes, particularly for students with high self-efficacy. Students who used the Kahoot-assisted gamification strategy showed better learning outcomes compared to those who used the PowerPoint-assisted gamification strategy. The two-way analysis of variance (ANOVA) revealed a significant interaction effect between the gamification strategy and self-efficacy on learning outcomes. The R-squared value of 0.870 indicates that this model explains 87% of the variation in students' learning outcomes. The conclusion of the study shows that the Kahoot-assisted gamification strategy contributes more significantly to improving mathematics learning outcomes compared to PowerPoint, especially for students with high self-efficacy. The results indicate that students with high self-efficacy tend to have better learning outcomes compared to students with low self-efficacy. The findings also show a significant interaction between the gamification strategy and self-efficacy, where the Kahoot strategy is more effective for students with high self-efficacy. There were no significant differences in the effectiveness of the two strategies for students with low self-efficacyReferensi
Baduri, J., & Nurrahmah, A. (2024). The effect of self-efficacy on the mathematics learning outcomes of grade X high school students in West Jakarta. Derivative: Journal of Mathematics and Mathematics Education, 11(2), 147–156.https://doi.org/10.31316/jderivat.v10i2.6496
Bandura, A. (1997). Self-efficacy: The exercise of control. W.H. Freeman.
Bloom, B. S. (1956). Taxonomy of Educational Objectives, Handbook I: The Cognitive Domain. New York: David McKay Co. Inc.
Dina, F. N., 2020. The application of Game Based Learning using the Kahoot! As an interactive learning medium on acid-base material. Thesis. Semarang: Semarang State University. https://lib.unnes.ac.id/38975/1/4301415036.pdf
Hakim Lukman, et al. (2024). Analysis of Mathematics Learning Difficulties of Junior High School Students in Mathematics Learning. Journal of Learning and Scientific Studies, 8(1), 66-76.https://jurnal.untan.ac.id/index.php/jurnalkpk/article/view/78212
Indirwan, et al. (2021). The Importance of Self Efficacy on Mathematics Learning Achievement. Journal of Sublimation, 2(1), 61-70.https://ojs.uho.ac.id/index.php/sublimapsi/article/view/13055
K. R. Winatha and I. M. D. Setiawan, "The Effect of Game-Based Learning on Learning Motivation and Achievement," Sch. J. Educators. and Kebud., 2020.
Lestari, D., & Utami, N. (2023). The use of Kahoot to improve communication and social interaction in distance learning. Journal of Digital Education, 20(1), 33-40.https://ejournal.undiksha.ac.id/index.php/jpd/article/view/48212
Prasetyo, D., & Sari, R. (2021). Game-based learning as an innovative approach to mathematics learning. Journal of Educational Innovation, 10(1), 45-60. https://ejournal.upi.edu/index.php/jip/article/view/32729
Rahmawati, A., & Nugroho, S. (2022). The use of technology in increasing the effectiveness of mathematics learning through games. Journal of Education and Technology, 19(1), 22-30. https://journal.uny.ac.id/index.php/jpt/article/view/45678
Rini, S., & Pratama, I. (2023). The use of technology to increase the effectiveness of mathematics learning through gamification. Journal of Education and Technology, 17(2), 105-112. https://journal.uny.ac.id/index.php/jpt/article/view/45678
Schunk, D. H., & Pajares, F. (2002). The development of academic self-efficac y. In A. Wigfield & J. S. Eccles (Eds.), Development of achievement motivation, 16-31
Sholichah, I., Arif, M., & Hadi, S. (2022). The use of the Kahoot platform to increase student engagement in math learning. Journal of Educational Technology, 14(1), 1-10. https://journal.uny.ac.id/index.php/jtp/article/view/45678
Suryadi, D. (2021). Hubungan Self-Efficacy terhadap Peningkatan Motivasi Belajar dan Hasil Belajar Matematika Siswa di Sekolah. Andragogi. https://jurnalptiq.com/index.php/andragogi/article/view/220
Sutrisno, A., & Wijaya, H. (2022). The influence of technological developments on game-based learning. Journal of Educational Technology, 18(3), 45-53. https://repository.lppm.unila.ac.id/51768/1/6433-24730-1-PB.pdf
Sutrisno, S. (2020). The Effect of Active Learning on Mathematics Learning Outcomes of Junior High School Students. Journal of Mathematics Education, 5(3), 45-56. https://journal.uny.ac.id/index.php/jpm/article/view/45678
Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning – A literature review. Computers & Education, 149, 103818. Yuliana, R., & Haris, A. (2022). The use of Kahoot in mathematics learning to increase student motivation and understanding. Journal of Educational Technology, 18(3), 78-85. https://journal.uny.ac.id/index.php/jtp/article/view/45678
Yusuf, M., & Ahmad, F. (2022). The influence of teaching methods on students' mathematics learning outcomes in junior high school. Journal of Mathematics Education, 8(2), 112-125. https://www.researchgate.net/publication/348299190
Unduhan
Diterbitkan
Terbitan
Bagian
Lisensi
Authors who publish with Prima: Jurnal Pendidikan Matematika agree to the following terms: Authors retain copyright and grant the Prima: Jurnal Pendidikan Matematika right of first publication with the work simultaneously licensed under a Creative Commons Attribution License (CC BY-SA 4.0) that allows others to share (copy and redistribute the material in any medium or format) and adapt (remix, transform, and build upon the material) the work for any purpose, even commercially with an acknowledgement of the work's authorship and initial publication in Prima: Jurnal Pendidikan Matematika. Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in Prima: Jurnal Pendidikan Matematika. Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).