PENGEMBANGAN MEDIA BIMBINGAN KLASIKAL BERBASIS GAMIFIKASI DALAM MENINGKATKAN MINAT BELAJAR SISWA DI SMA NEGERI 1 PANGKEP
The Development of Gamification-Based Classical Guidance Media to Enhance Student Learning Interest at SMA Negeri 1 Pangkep
DOI:
https://doi.org/10.31100/jurkam.v10i2.4422Kata Kunci:
Gamifikasi, Media bimbingan,, Minat belajar,, Bimbingan dan KonselingAbstrak
Penelitian ini bertujuan untuk mengembangkan dan menguji kelayakan serta efektivitas media bimbingan berbasis gamifikasi untuk meningkatkan minat belajar siswa. Minat belajar siswa sering kali menjadi tantangan dalam proses pendidikan, termasuk dalam layanan Bimbingan dan Konseling (BK), yang cenderung dianggap kurang menarik. Gamifikasi, melalui penerapan elemen-elemen permainan (seperti poin, lencana, leaderboard, tantangan, dan hadiah) dalam konteks non-permainan, diharapkan dapat menciptakan lingkungan belajar yang lebih interaktif, menantang, dan menyenangkan. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE. Subjek penelitian adalah siswa kelas X SMA Negeri 1 Pangkep . Hasil penelitian menunjukkan bahwa media bimbingan berbasis gamifikasi yang dikembangkan memiliki tingkat validitas dan praktikalitas yang sangat tinggi menurut penilaian ahli dan guru BK, serta efektivitas yang signifikan dalam meningkatkan minat belajar siswa. Media ini direkomendasikan sebagai inovasi dalam layanan BK untuk mendukung pencapaian potensi akademik dan non-akademik siswa.
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Referensi
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Hak Cipta (c) 2026 Fadlil Khaery Ahmad, Chaerul Ahmad, Rasyid Ridha, Nurhikma H, Rina Asrini Bakri

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