The Integration of Gamification in the Problem-Based Learning Model to Enhance Motivation and Learning Outcomes of Fourth-Grade Students on Cooperative Living Patterns

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Anang Fathoni
Tri Makno Hartanto
Mazda Leva Okta Safitri

Abstract

Pancasila and Civic Education (PPKn) is a crucial subject that serves as a foundation for the life of the Indonesian nation. However, challenges arise in integrating Pancasila values into school learning. This study aims to enhance the motivation and learning outcomes of fourth-grade students at SD N Pasarbatang 01 on the topic of cooperative living patterns through the application of a problem-based learning model integrated with gamification. This research is categorized as Classroom Action Research (CAR). The subjects of the study were 28 fourth-grade students. Data were collected through multiple-choice tests and non-test instruments in the form of a learning motivation scale. The data were then analyzed using descriptive statistics. The results showed an increase in both learning outcomes and learning motivation across each cycle. The average learning outcome score improved from 60.36 in the pre-cycle to 74.29 in the first cycle, and further to 86.43 in the second cycle. Additionally, learning motivation increased from 2.87 in the first cycle, categorized as good, to 3.14 in the second cycle, categorized as very good. This demonstrates that the application of the problem-based learning model integrated with gamification successfully enhanced the motivation and learning outcomes in the topic of cooperative living patterns among fourth-grade students at SD N Pasarbatang 01.

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References

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