IMPLEMENTASI GAMIFIKASI DALAM PEMBELAJARAN SEJARAH DENGAN PENDEKATAN STUDENT CENTERED LEARNING UNTUK MENUMBUHKAN KEAKTIFAN DAN KREATIVITAS SISWA DI SMAN 11 TANA TORAJA

LESRI, . (2026) IMPLEMENTASI GAMIFIKASI DALAM PEMBELAJARAN SEJARAH DENGAN PENDEKATAN STUDENT CENTERED LEARNING UNTUK MENUMBUHKAN KEAKTIFAN DAN KREATIVITAS SISWA DI SMAN 11 TANA TORAJA. Magister thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini dilatarbelakangi oleh masih dominannya pembelajaran sejarah yang berpusat pada guru sehingga keaktifan dan kreativitas peserta didik belum berkembang secara optimal. Penelitian ini bertujuan mendeskripsikan implementasi gamifikasi dengan pendekatan Student-Centered Learning, menganalisis keaktifan dan kreativitas peserta didik, serta mengidentifikasi faktor pendukung dan penghambat penerapannya di SMA Negeri 11 Tana Toraja. Penelitian menggunakan pendekatan kualitatif dengan desain studi kasus. Informan terdiri atas kepala sekolah, guru sejarah, dan peserta didik. Data dikumpulkan melalui observasi, wawancara, dan dokumentasi, kemudian dianalisis menggunakan model Miles, Huberman, dan Saldaña. Keabsahan data diuji melalui triangulasi sumber, triangulasi teknik, dan member checking. Hasil penelitian menunjukkan bahwa implementasi gamifikasi dilaksanakan melalui tahap perencanaan, perancangan, pelaksanaan, refleksi, dan evaluasi dengan memanfaatkan QuizWhizzer dan Wordwall. Penerapan ini meningkatkan keaktifan melalui partisipasi, kolaborasi, dan diskusi, serta mendorong kreativitas dalam menyelesaikan tantangan pembelajaran. Faktor pendukung meliputi kompetensi guru, dukungan sekolah, motivasi peserta didik, dan teknologi, sedangkan faktor penghambat meliputi keterbatasan internet, sarana prasarana, dan kemampuan digital peserta didik. Disimpulkan bahwa gamifikasi berbasis Student-Centered Learning efektif menciptakan pembelajaran sejarah yang lebih aktif, kreatif, dan bermakna di sekolah pedesaan. Kata kunci: gamifikasi, keaktifan, kreativitas. pembelajaran sejarah, student-centered learning. ***** This research is motivated by the continued dominance of teacher-centered history learning, which has prevented students from developing optimally. This study aims to describe the implementation of gamification using a student-centered learning approach, analyze student engagement and creativity, and identify supporting and inhibiting factors in its implementation at SMA Negeri 11 Tana Toraja. The study employed a qualitative approach with a case study design. Informants included the principal, history teachers, and students. Data were collected through observation, interviews, and documentation, then analyzed using the Miles, Huberman, and Saldaña model. Data validity was tested through source triangulation, technical triangulation, and member checking. The results indicate that gamification implementation was carried out through planning, design, implementation, reflection, and evaluation stages, utilizing QuizWhizzer and Wordwall. This implementation increased engagement through participation, collaboration, and discussion, and encouraged creativity in solving learning challenges. Supporting factors include teacher competence, school support, student motivation, and technology, while inhibiting factors include limited internet access, infrastructure, and students' digital skills. It was concluded that gamification based on student-centered learning effectively creates more active, creative, and meaningful history learning in rural schools. Keywords: activeness, creativity, gamification, history learning, student-centered learning

Item Type: Thesis (Magister)
Additional Information: 1). Dr. Nurzengky Ibrahim, M.M 2). Dr. M. Fakhruddin, M. Si
Subjects: Pendidikan > Teori, Penelitian Pendidikan
Pendidikan > Media Pembelajaran
Pendidikan > Aneka Ragam tentang Pendidikan
Divisions: FIS > S2 Pendidikan Sejarah
Depositing User: Lesri .
Date Deposited: 04 Aug 2026 06:22
Last Modified: 04 Aug 2026 06:22
URI: http://repository.unj.ac.id/id/eprint/68278

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