Application of Gamification for Learning Biology Materials in Junior High School
Abstract
Education is a fundamental pillar for individual development, and learning forms the core of this process. The act of learning, which essentially involves expanding horizons, deepening knowledge, and constructing changes in behavior, often faces various implementation challenges. Conventional teaching methods, such as the use of blackboards as the primary medium, are considered less effective in accommodating the dynamic learning styles of students. Traditional methods of teaching present several significant drawbacks, including a decline in student concentration while absorbing theoretical material presented by teachers, and the emergence of a monotonous and uninspiring learning environment that can hinder learning interest. These issues are particularly critical within the realm of biology education, especially regarding topics like moss plants that tend to be abstract and require effective visualization. In the midst of these challenges, gamification appears as an innovative solution. Gamification, which utilizes game elements in a non-game context, has been proven to effectively boost student learning motivation. This approach transforms the learning experience from being tedious to something more fun and engaging. Through the utilization of technology, gamification presents challenging material in a more digestible format, which also results in an interactive learning experience. This research aims to develop a gamified learning application that is attractive, convenient, practical, and engaging. This application makes use of QR codes to provide access to subtopics in biology, particularly moss plants. The gamified learning system applies a reward mechanism to increase student appeal. Each QR code leads students to different subtopics, which in turn create a dynamic learning path. The research methodology comprises: (1) analysis of the research context, (2) identification of participants (junior high school students), (3) design of a gamified learning model, and (4) assessment of learning motivation. Data were collected through in-depth interviews and questionnaires from 17 junior high school students, aged 12-14. The interviews explore student learning experiences, while questionnaires measure learning motivation before and after application usage. This research integrates the KAHOOT! platform for learning evaluation, which presents evaluations in an interactive multimedia format. The results of this research indicate that learning via gamification approaches, alongside the integration of KAHOOT!, positively impacts the increase of student learning motivation. These findings suggest that gamification has significant potential as an effective and engaging alternative teaching method within the context of modern education.
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