CD Tesis
Pengembangan Media Pembelajaran Gamifikasi Dalam Model Flipped Classroom Untuk Meningkatkan Motivasi Belajar Siswa Pada Materi Akuntansi
This study talks about the use of Digital Gamification Learning Media in the
Flipped Classroom Model with the aim of increasing student motivation in
Accounting subjects. This research was motivated by the low motivation of students
in learning, especially in the field of Accounting, which may be influenced by the
learning media used. One of the solutions offered is the use of digital gamificationbased
learning media in the learning process. This study aims to develop and create
a digital gamification-based learning media targeted to increase the learning
motivation of grade XII students at SMK Bina Profesi Pekanbaru. The research
approach used is Research and Development (R & D) using a 4-D development
model, namely define, design, development, dessiminate. The material that will be
the focus in this media is a special journal. Research data collection was carried out
through observation, interview, verification, and questionnaire dissemination
techniques. The data was then analyzed using initial analysis techniques, analysis
of verification results, analysis of media effectiveness, and analysis of media user
response. Initial data analysis and verification was carried out through a descriptive
qualitative approach, while analysis of the effectiveness and response of media
users was carried out with a descriptive quantitative approach.
The results showed that there was a significant difference in the level of
learning motivation before and after media use based on pretest-posttest results with
a significance level of 0.000. Before using the media, 49.16 students were at low
and moderate motivation levels. After using the media, the number of students who
were at medium and high levels of motivation increased to 60.13 students. The
media user response test was conducted by analyzing the response questionnaire of
30 students and 1 teacher of accounting subjects. The results showed that 26
students out of 30 students stated that the gamification learning media in the flipped
classroom used had a high level of convenience and was useful in learning. While
4 students mentioned the level of ease of media in a moderate level. The accounting
teacher gave the highest score in the questionnaire.
Keywords: Gamification Learning Media, Flipped Classroom, Learning Motiv
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