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Penerapan Gamifikasi Berbasis Poin Untuk Meningkatkan Keaktifan Belajar Dalam Pembelajaran Seni Budaya

Year: 2026
Type: article
Abstract: This study is designed to improve students’ learning activeness through point-based gamification in Arts and Culture lessons. The problem was observed in music lessons in class XII.1 at SMA Negeri 3 Bandar Lampung, Indonesia, where students tended to be passive, paid limited attention to explanations, and showed insufficient participation. The study employs a Classroom Action Research (CAR) approach involving planning, action, observation, and reflection, with 36 students as participants. Data will be collected through classroom observations, documentation, and records of student participation. The primary indicators are answering questions, participating in instructional activities, and paying attention to and taking notes on learning materials; assignment submission and content understanding serve as supporting indicators. Quantitative descriptive and qualitative analyses will compare initial conditions with the findings from each action cycle. The results indicate an increase in students’ learning engagement from the initial condition to Cycle II. Initially, the percentages of students who responded to the teacher’s questions, followed learning instructions, paid attention to explanations, and took notes on the learning materials were 44.4%, 50.0%, 58.3%, and 41.7%, respectively. In Cycle I, these percentages increased to 61.1%, 66.7%, 72.2%, and 58.3%, respectively. Furthermore, in Cycle II, they rose to 77.8%, 80.6%, 83.3%, and 75.0%, respectively. These findings suggest that point-based gamification has the potential to enhance student engagement in Arts and Culture learning. Therefore, this strategy may serve as an alternative approach to encouraging more active student participation throughout the learning process.
Institution: Lampung University
Language: English
Field: Psychology
Open Access status: diamond
OpenAlex ID: W7224275077
FWCI:
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