Improving Student Learning Outcomes Using Gamification-Based Learning Models: Needs Analysis

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Siti Muyaroah
Muhammad Japar
Indina Tarjiah

Abstract

Utilization of technology as an effort to improve learning can be done through zoom, games, social media and community radio. Gamification is a technique that can increase motivation and encourage student involvement so that learning becomes fun and interesting. This article aims to analyze the need to develop a gamification-based learning model for junior high school students. This study used descriptive qualitative method. Data collection was carried out using questionnaires and interviews. There are 110 students and 3 teachers from 3 schools from Ogan Komering Ulu (OKU) Regency, South Sumatra Province (Sumsel). Based on the research results, it was found that there is a need to develop learning models to improve student learning outcomes.

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