IMPLMENTASI EVALUASI PEMBELAJARAN MODEL GAMIFICATION DALAM PELAJARAN PENDIDIKAN AGAMA ISLAM PADA ASPEK AFEKTIF SISWA DI SMK NEGERI 2 BENGKULU UTARA
Abstract
Learning activities can not be separated from the role of a teacher who serves as the manager of learning in the classroom and uses various ways to achieve the learning objectives that have been set. This is inseparable from the applied learning model/method. The purpose of this study is to describe the implementation, inhibiting factors and supporting evaluation of gamification model learning in Islamic religious education lessons on the affective aspects of students at SMK Negeri 2 Bengkulu Utara. This study uses a type of field research (field research) with a qualitative approach. The method used is descriptive research. Subjects in this study were waka curriculum, PAI teachers and student representatives. Data collection techniques using observation, interviews, and documentation. Based on the results of the study, it can be concluded that the evaluation of gamification model learning in Islamic religious education lessons on the affective aspects of students at SMK Negeri 2 Bengkulu Utara can increase student interest and motivation, which can be seen in how children respond to learning, complete tasks given, and pay attention to the material presented. delivered, and several supporting factors, namely the availability of wifi, student interest, teacher readiness, available media infocus and inhibiting factors in the form of weak wifi signals, requiring time to coordinate children
References
Alimni. 2017. Penerapan Pendekatan Deepdialogue and Critical Thingking (dd&ct) untuk Meningkatkan Mutu Proses dan Hasil Belajar PAI Siswa Kelas VIII SMPN 20 Kota Bengkulu. Jurnal an-Nizom Vol. 2 No. 2.
Amin, Alfauzan dan Alimni. 2021. Sejarah Kebudayaan Islam Berbasis Deep Dialog and Critical Thinking dan Peningkatan Karakter Siswa Madrasah Tsanawiyah. (Tanggerang: Media Edukasi Indonesia)
Alfauzan Amin dkk. 2021. Student Perseption of Interactions Between Students and Lectuters, Learning Motivation, and Environment During Pandemic Covid-19. Journal of Education Tecnology.
Alfauzan Amin. 2021. The Study of Differences and Influences of Teacher Communication and Discipline Characters of Students. Journal Ilmiah Sekolah Dasar.
Amin Alfauzan. 2020. A Study of Mind Mapping in elementary Islamic School: Effect of Motivation and Conceptual Understanding. Journal of Educational Research Vol. 8 No.1
Amin, Alfauzan, Dkk. 2018. Pengembangan Materi Pendidikan Agama IslamBerbasis Model Pembelajaran Inquiry Training Untuk Karakter Kejujuran Siswa Sekolah Menengah Pertama. Jurnal At-Ta’lim Vol. 17 No. 1.
Arifin, M. 2008. Dasar-dasar Kependidikan. (Jakarta: Dirjen PembinaanKelembagaan Agama Islam Depag RI).
Azis, Rosmiaty. 2019. Ilmu Pendidikan Islam. (Yogyakarta: SIBUKU).
Aziz, Farhan, dkk. 2012. Aktualisasi TBB (Teori Taksonomi Bloom) Melalui Drama Kepahlawanan Guna Penanaman Pendidikan Karakter Pada Peserta Didik. diakses melalui https://jurnal.unej.ac.id/index.php/fkip-epro/article/download/4950/3655/.
Creswell , Jhon. W. 2018. Penelitian Kualitatif dan Desain Riset Edisi (Pustaka Pelajar).
Departemen Agama RI. 2014. Al-Qur’an dan Terjemahannya. (Bandung: CV Penerbit diponegoro).
Djamaluddin, Ahdar dan Wardana. 2019. Belajar dan Pembelajaran, (Sulawesi Selatan: Cv. Kaafah Learning Center).
Fahrudin, dkk.2017. Implementasi Kurikulum 2013 Pendidikan Agama Islam dan Budi Pekerti dalam Menanamkan Akhlakul Karimah Siswa. Jurnal Edu Religia. Vol. 1 No. 6.
Firmansyah, Imam. 2019. Pendidikan Agama Islam: Pengertian, Tujuan, Dasar dan Fungsi. Jurnal Pendidikan Agama Islam Ta’lim. Vol. 17 No. 2.
Helaludin dan wijaya. 2019. Analisis data kualitatif sebuah tinjauan teori & praktik.
Husamah, Dkk. 2018. Belajar dan Pembelajaran. (Malang:Universitas Muhammadiyah Malang).
Ismail, M. Ilyas, dkk. 2020. Asesmen dan Evaluasi Pembelajaran, (Makassar:Cendikia Pumblisher).
Krathwohl, dkk. 1956. Taxonomy of Educational Objectives. (London: Longman Group).
Jusuf, Hanif. 2016. Penggunaan Gamifikasi dalam Proses Pembelajaran. Jurnal TICOM Vol. 5 No.1.
Koster, Raph. 2004. A Theory of Fun for Game Design. diakses pada 29 januari 2022 melalui http://RaphKoster.com.
Latifah, Laili Nur Hidayatul, dkk. 2020.Keefektifan Model Contextual Teaching and Learning Berbantu Media Kuphan Terhadap Hasil Belajar Matematika. Journal for Lesson and Learning Studies. Vol. 3. No. 3.
Lister, Meaghan C. 2015. Gamification: The Effect On Student Motivation and Performance at The Post-secondary Level. Vol. 3. No.2. Issues and Trends in Educational technology.
Luthfiyah, Fitrah dn luthfiyah. 2017. Metedologi Penelitian: Penelitian Kualitatif Tindakan Kelas Dan Studi Kasus.
Mahyuddin. 2019. Sosiologi Komunikasi Dinamika Relasi Sosial di dalam Era Virtualisme.
Mansyur, Rahim. 2020. Dampak Covid -19 Terhadap Dinamika Pembelajaran di Indonesia. Education and Learning Journal, Vol.1 No.2
Muhaimin, Dkk. 2004. Paradigma Pendidikan Islam Upaya Mengefektifkan Pendidikan Agama Islam di Sekolah. (Bandung: Remaja Rosdakarya).
Napitupula dan Sahputra Dedi. 2017. Kepribadian Guru Upaya Meningkatkan Ranah Afektif Siswa. (Jawa Tengah: Fire Publisher).
Wawancara bersama ibu Dra. Damimah selaku guru PAI kelas X otomotif SMK Negeri 2 Bengkulu Utara.
Wawancara bersama bapak Ruskan, M.Pd selaku waka kurikulum SMK Negeri 2 Bengkulu Utara.
Wawancara bersama siswa Adean Syafri kelas X otomotif 1 SMK Negeri 2 Bengkulu Utara.
Wawancara bersama siswa Muhammad Faisal X otomotif 2 SMK Negeri 2 Bengkulu Utara.
Wawancara bersama siswa Haidir Sumanto kelas X otomotif 1 SMK Negeri 2 Bengkulu Utara.
Wawancara bersama siswa achen chiger kelas X otomotif 2 SMK Negeri 2 Bengkulu Utara.
Wawancara bersama siswa Arip Kudiyo kelas X otomotif 3 SMK Negeri 2 Bengkulu Utara.
Wawancara bersama siswa Juanda kelas X otomotif 3 SMK Negeri 2 Bengkulu Utara.
Pusat Data dan Teknologi Informasi Kementerian Pendidikan dan Kebudayaan. (2020, April 11) diakses pada tanggal 14 desember 2021 melalui https://pusdatin.kemdikbud.go.id/ pembelajaran-online-di-tengah- \pandemi-covid-19-tantangan-yang-mendewasakan/.
Putri, Hilna, dkk. 2020. Analisis Proses Pembelajaran Dalam Jaringan (Daring) Masa Pandemi Covid-19 pada Guru Sekolah Dasar. Jurnal Basicedu. Vol. 4 No. 4.
Rahman dalam Imam firmansyah. Pendidikan Agama Islam: Pengertian, Tujuan, Dasar dan fungsi. Jurnal pendidikan Agama Islam.
Riadi, Dayun, dkk. 2019. Ilmu Pendidikan Islam. (Yogyakarta: Pustaka Pelajar).
Reichelt, Annie Lee. (2015). Effects Of Gamification: Analyzing Student Achievment, Mistery, And Motivastion In Science Classrooms. Paper, Page 1-49. Montana State University.
Sandusky, Susan. 2018. Gamification and Education, diakses pada tanggal 29 januari 2022 melalui http://hdl.handle.net/10150/556222
Sagoro, E.M. (2016). Keefektifan Pembelajaran Kooperatif Berbasis Gamifikasi Akuntansi Pada Mahasiswa Non-Akuntansi. JPAI. Vol. XIV. No.2.
Setiawan, Ebta. KBBI (Kamus Besar Bahasa Indonesia), diakses pada tanggal 23 Desember 2021 melalui https://kbbi.web.id/ajar.
Subhayni,Iqbal, Muhammad. 2020. Evaluasi Pengajaran Bahasa & Sastra Indonesia. (Aceh: Syiah Kuala University Press).
Su’dadah. 2014. Kedudukan dan Tujuan Pendidikan Agama Islam di Sekolah. Jurnal Kependidikan. Vol. II No. 2.
Sugiono dalam Albi Anggito dan Johan Setiawan. 2018. Metedologi Penelitian Kualitatif. (Jawa Barat:CV Jejak).
Sulisworo, Dwi dan Agustin, Sri Puji . 2017. Dampak Pembelajaran E-Learning Terhadap Motivasi Pada Pembelajaran Visika di Sekolah Kejuruan. Jurnal Ilmiah fisika Pembelajaran dan Aplikasinya. Vol. 9 No.1.
Sunhaji. 2014. Konsep Manajemen Kelas dan Implikasinya dalam Pembelajaran, Jurnal Kependidikan, Vol. II No. 2.
Andrian, Topano dkk. 2020. Improving Student Cognitive Learning Outcomes Through The Development Of Interactive Multimedia-Based Biology Learning At Muhammadiyah University Bengkulu. Journal Of Physics: conference Series.
Wijaya. 2018. Analisis data Kualitatif Ilmu Pendidikan Teologi.
Zubaedi dkk, Learning Style and Motivation: Gifted Young Students In Meaningful Learning, Journal For The Education Of Gifted Young Scientists, 2021
Authors who publish with JPT: Jurnal Pendidikan Tematik journal agree to the following terms:
- Authors retain copyright and grant the JPT: Jurnal Pendidikan Tematik journal right of first publication with the work simultaneously licensed under Creative Commons Attribution License (CC BY 4.0) that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors can enter into separate, additional contractual arrangements for the non-exclusive distribution of the published version of the work (e.g., post it to an institutional repository or edit it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) before and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work.