Penerapan Edugame Thinking Untuk Mengubah Kebiasaan Belajar Siswa Melalui Kuis Interaktif Yang Bermakna
DOI:
https://doi.org/10.35870/jpp.v3i2.6115Keywords:
EduGame Thinking, Kuis Interaktif, Motivasi Belajar, Kebiasaan Belajar, Pembelajaran BermaknaAbstract
Pendekatan EduGame Thinking menawarkan cara baru dalam meningkatkan motivasi belajar siswa melalui pengalaman belajar yang lebih menarik dan interaktif. Melalui penerapan kuis berbasis permainan yang dirancang bermakna, siswa tidak hanya diajak menjawab pertanyaan, tetapi juga membangun koneksi konsep, berlatih refleksi, dan mengembangkan kebiasaan belajar yang lebih positif. Penelitian ini membahas bagaimana unsur permainan seperti tantangan, skor, umpan balik cepat, dan elemen penghargaan dapat mendorong perubahan perilaku belajar siswa. Hasil penerapan menunjukkan bahwa strategi ini mampu meningkatkan keterlibatan siswa, memperkuat pemahaman materi, serta membentuk pola belajar yang lebih konsisten dan mandiri. Dengan demikian, EduGame Thinking menjadi alternatif efektif dalam menciptakan pengalaman belajar yang lebih bermakna dan menyenangkan.
Downloads
References
Bjork, E. L., & Bjork, R. A, Making things hard on yourself, but in a good way: Creating desirable difficulties to enhance learning. In M. A. Gernsbacher, R. W. Pew, L. M. Hough, & J. R. Pomerantz (Eds.), Psychology and the real world: Essays illustrating fundamental contributions to society (pp. 56-64). Worth Publishers, 2011.
Clear, J, Atomic habits: An easy and proven way to build good habits and break bad ones. Avery, 2018.
Davenport, T. H., & Beck, J. C, The attention economy: Understanding the new currency of business. Harvard Business School Press, 2001
S. Delors, J., Al Mufti, I., Amagi, I., Carneiro, R., Chung, F., Geremek, B., Gorham, W., Kornhauser, A., Manley, M., Padrón Quero, M., Savané, M., Singh, K., Stavenhagen, R., Suhr, M. W., & Nanzhao, Z, Learning: The treasure within. UNESCO Publishing, 1996.
B. Gee, J. P, What video games have to teach us about learning and literacy. Palgrave Macmillan, 2003.
P. R. Pintrich, D. A. F. Smith, T. Duncan, and W. Mckeachie, A manual for the use of the motivated strategies for learning questionnaire (MSLQ). Ann Arbor, Michigan, 1991.
Hattie, J, Visible learning: A synthesis of over 800 meta-analyses relating to achievement. Routledge, 2009.
Kapp, K. M, The gamification of learning and instruction: Game-based methods and strategies for training and education. John Wiley & Sons, 2012.
Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi. (2022). Kurikulum merdeka. https://kurikulum.kemdikbud.go.id/
Piaget, J, The origins of intelligence in children. International Universities Press, 1952.
Small, G., & Vorgan, G, iBrain: Surviving the technological alteration of the modern mind. HarperCollins, 2008.
Vygotsky, L. S, Mind in society: The development of higher psychological processes. Harvard University Press, 1978.
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Aisyah Fitriani

This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors who publish with this journal agree to the following terms:
1. Copyright Retention and Open Access License
Authors retain copyright of their work and grant the journal non-exclusive right of first publication under the Creative Commons Attribution 4.0 International License (CC BY 4.0).
This license allows unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
2. Rights Granted Under CC BY 4.0
Under this license, readers are free to:
- Share — copy and redistribute the material in any medium or format
- Adapt — remix, transform, and build upon the material for any purpose, including commercial use
- No additional restrictions — the licensor cannot revoke these freedoms as long as license terms are followed
3. Attribution Requirements
All uses must include:
- Proper citation of the original work
- Link to the Creative Commons license
- Indication if changes were made to the original work
- No suggestion that the licensor endorses the user or their use
4. Additional Distribution Rights
Authors may:
- Deposit the published version in institutional repositories
- Share through academic social networks
- Include in books, monographs, or other publications
- Post on personal or institutional websites
Requirement: All additional distributions must maintain the CC BY 4.0 license and proper attribution.
5. Self-Archiving and Pre-Print Sharing
Authors are encouraged to:
- Share pre-prints and post-prints online
- Deposit in subject-specific repositories (e.g., arXiv, bioRxiv)
- Engage in scholarly communication throughout the publication process
6. Open Access Commitment
This journal provides immediate open access to all content, supporting the global exchange of knowledge without financial, legal, or technical barriers.
