Gamifikasi Pembelajaran Sosiologi Materi Ragam Gejala Sosial sebagai Inovasi Pembelajaran Sosiologi Yang Aktif dan Menyenangkan

Luis Rumianda, Yerry Soepriyanto, Zainul Abidin


Abstrak: Desain Pembelajaran Gamifikasi adalah sebuah desain pembelajaran yang dibuat menggunakan prinsip-prinsip game. Prinsip-prinsip game tersebut antara lain, Misi, Tantangan, Level, Poin, Lencana Bintang, dan Leadboard. Desain pembelajaran ini dikembangkan dalam mata pelajaran Sosiologi pada pokok bahasan Ragam Gejala Sosial dalam Masyarakat. Tujuan dari pengembangan desain pembelajaran ini untuk menciptakan proses pembelajaran sosiologi yang aktif dan menyenangkan. Penerapan prinsip-prinsip game dalam pembelajaran ini dirasa dapat menjadi solusi dari adanya permasalahan bahwa proses pembelajaran sosiologi terlalu membosankan dan tidak menarik.. Metode penelitian ini menggunakan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Dalam penerepanya desain pembelajaran menggunakan prinsip gamifikasi pada mata pelajaran sosiologi layak di gunakan dalam pembelajaran. Dalam uji coba kelompok besar desain pembelajaran menggunakan prinsip gamifikasi pada mata pelajaran sosiologi dinyarakan valid dan layak digunakan. Desain pembelajaran menggunakan prinsip gamifikasi pada mata pelajaran sosiologi merupakan salah satu solusi untuk menciptakan pembelajaran sosiologi yang aktif dan menyenangkan. Oleh karena itu, desain pembelajaran menggunakan prinsip gamifikasi pada mata pelajaran sosiologi ini memiliki potensi menjadi pedoman guru dalam melakukan proses pembelajaran.

Abstract: Gamification Learning Design is a learning design that is created using the principles of the game. The principles of the game include  Mission, Challenge, Level, Points, Star Badges, and Leaderboard. This learning design was developed in the subject of Sociology on the subject of the Variety of Social Symptoms in Society. The purpose of developing this learning design is to create an active and fun sociology learning process. The application of game principles in learning is felt to be a solution to the problem that the sociology learning process is too boring and unattractive. Besides, the learning design is designed so that students can interact directly in the scope of the classroom and school environment so that students get direct social experience. This research method uses ADDIE (Analysis, Design, Development, Implementation, Evaluation). In the adoption of learning design using the principle of gamification in sociology, subjects are appropriate for use in learning. In testing large groups of learning designs using the principle of gamification in sociology subjects are said to be valid and feasible to use. Learning design using the principle of gamification in sociology subjects is one of the solutions for creating active and fun sociology learning. Therefore, the learning design using the principle of gamification in these sociology subjects has the potential to guide teachers in conducting the learning process.


Desain Pembelajaran; Gamifikasi; Misi; Tantangan; Level; Poin; Lencana Bintang; Leadboard.

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