MANAJEMEN PEMBELAJARAN BERBASIS GAME-BASED LEARNING DALAM MENINGKATKAN MOTIVASI BELAJAR SISWA DI SMK NEGERI 48 JAKARTA

MUHAMMAD ABIRIZAN HANAFI, . (2025) MANAJEMEN PEMBELAJARAN BERBASIS GAME-BASED LEARNING DALAM MENINGKATKAN MOTIVASI BELAJAR SISWA DI SMK NEGERI 48 JAKARTA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini bertujuan untuk mendeskripsikan manajemen pembelajaran berbasis game-based learning dalam meningkatkan motivasi belajar siswa di SMK Negeri 48 Jakarta. Sub-Fokus penelitian ini adalah perencanaan pembelajaran berbasis game-based learning dalam meningkatkan motivasi belajar siswa, pengorganisasian pembelajaran berbasis game-based learning dalam meningkatkan motivasi belajar siswa, pelaksanaan pembelajaran berbasis game-based learning dalam meningkatkan motivasi belajar siswa, pengawasan pembelajaran berbasis game-based learning dalam meningkatkan motivasi belajar siswa. Penelitian ini menggunakan pendekatan kualitatif dengan metode deskriptif. Pengumpulan data dilakukan melalui observasi, wawancara, dan studi dokumentasi. Informan dalam penelitian ini meliputi: wakil kepala sekolah bidan kurikulum, guru kelas XI, dan siswa. Hasil dari penelitian menunjukkan bahwa: 1) Perencanaan pembelajaran berbasis game-based learning dibuat secara terstruktur dengan analisis kebutuhan terlebih dahulu 2) Pengorganisasian pembelajaran berbasis game-based learning sesuai dengan tahap-tahap pengorganisasian yang baik. 3) Pelaksanaan pembelajaran game-based learning berlangsung dengan baik walaupun ada hambatan yang tidak bisa dihindarkan, seperti sinyal internet dan perangkat, serta sangat memotivasi siswa. 4) Pengawasan pembelajaran game-based learning yang dilakukan oleh pihak guru dan wakil sangat membantu terlaksananya pelaksanaan pembelajaran game-based learning. Kata kunci: Manajemen Pembelajaran; Pembelajaran berbasis game; Motivasi siswa ***** This research aims to describe the management of game-based learning in enhancing student motivation at SMK Negeri 48 Jakarta. The sub-focus of this research is the planning of game-based learning in enhancing students' learning motivation, the organization of game-based learning in enhancing students' learning motivation, the implementation of game-based learning in enhancing students' learning motivation, and the supervision of game-based learning in enhancing students' learning motivation. This research uses a qualitative approach with a descriptive method. Data collection was conducted through observation, interviews, and document studies. The informants in this study include: the vice principal in charge of the curriculum, 11th-grade teachers, and students. The results of the study show that: 1) The planning of game-based learning is structured with a needs analysis conducted beforehand. 2) The organization of game-based learning is in accordance with the stages of good organization. 3) The implementation of game-based learning proceeded well despite unavoidable obstacles, such as internet signal and devices, and it was very motivating for the students. 4) The supervision of game-based learning conducted by the teachers and representatives greatly assisted in the implementation of game-based learning. Keywords: Learning Management; Game-based Learning; Student Motivation .

Item Type: Thesis (Sarjana)
Additional Information: 1). Prof. Dr. Eliana Sari, M.M.; 2). Prof. Suryadi
Subjects: Pendidikan > Teori, Penelitian Pendidikan
Pendidikan > Pendidikan Kejuruan dan Sekolah Kejuruan
Pendidikan > Media Pembelajaran
Pendidikan > Aneka Ragam tentang Pendidikan
Divisions: FIP > S1 Manajemen Pendidikan
Depositing User: Muhammad Abirizan Hanafi .
Date Deposited: 06 Mar 2025 01:50
Last Modified: 06 Mar 2025 01:50
URI: http://repository.unj.ac.id/id/eprint/54792

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