Influence of Gamification Media on the Learning Activities of Sociology in The High School of Surakarta

Authors

  • Cettra Shandilia Latunusa Ambawani Universitas Muhammadiyah Surakarta
  • Thitha Meista Mulya Kusuma Universitas Muhammadiyah Surakarta
  • Aan Yunianto Universitas Muhammadiyah Surakarta
  • Budi Murtiyasa Universitas Muhammadiyah Surakarta
  • Masduki Masduki Universitas Muhammadiyah Surakarta
  • Sigit Haryanto Universitas Muhammadiyah Surakarta

DOI:

https://doi.org/10.31851/jmksp.v9i1.14759

Keywords:

Gamification, Learning Activities, Sociology, Specific

Abstract

Education influences students to be innovative, creative, and productive individuals. The study aims to find out the impact of gamification media use on educational activities in schools in Surakarta. Quantitative Research Methods with Survey Approaches to Higher Secondary Schools in Surakarta. Measurements in using SPSS 25 with Cronbach’s alpha variable learning media gamification and pupil activity, normality tests, heterocadastisity tests, deviations, correlation values, and determination coefficients (R square) The collection shows that H0 is rejected and Ha is accepted because the regression factor has a value of significance < 0.05, so some suggest that there is a significant influence between the use of gamified media and activation. The study results show that the correlations or relations values table (R) is 0.335 and a determination factor (R square) of 0.112 means that the influence of the gamifying media (X) on the activity (Y) is 11.2%, partially suggesting that there are significant influences between the usage of gamification media and student activity.

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Published

2024-03-23

How to Cite

Ambawani, C. S. L., Kusuma, T. M. M., Yunianto, A., Murtiyasa, B., Masduki, M., & Haryanto, S. (2024). Influence of Gamification Media on the Learning Activities of Sociology in The High School of Surakarta. JMKSP (Jurnal Manajemen, Kepemimpinan, Dan Supervisi Pendidikan), 9(1), 558–572. https://doi.org/10.31851/jmksp.v9i1.14759