Analisis Penerapan Gamifikasi Dalam Model Pembelajaran E-Learning Terhadap Psikologi Mahasiswa Engineering Major

Authors

Keywords:

E-Learning, Gamifikasi, Inovatif, Motivasi

Abstract

Gamifikasi dalam E-learning menjadi strategi inovatif untuk meningkatkan motivasi dan keterlibatan mahasiswa dalam pembelajaran daring, khususnya di lingkungan pendidikan teknik. Penelitian ini bertujuan menganalisis persepsi mahasiswa terhadap dampak gamifikasi terhadap aspek psikologis, termasuk motivasi belajar, kenyamanan kognitif, dan partisipasi aktif. Metode yang digunakan adalah deskriptif kuantitatif dengan melibatkan 72 mahasiswa Fakultas Teknik Universitas Negeri Makassar. Data dikumpulkan melalui kuesioner 15 item berbasis skala Likert. Hasil menunjukkan bahwa lebih dari 60% responden berada pada kategori “Setuju” dan “Sangat Setuju”, dengan skor tertinggi pada aspek keterlibatan dan perilaku belajar. Mahasiswa merasa terbantu dalam memahami materi, termotivasi menyelesaikan tugas, serta lebih aktif dalam diskusi kelompok. Penelitian ini berkontribusi dalam memperkuat bukti empiris bahwa gamifikasi efektif meningkatkan aspek psikologis dalam pembelajaran teknik berbasis digital. Rekomendasi diarahkan kepada pendidik dan pengelola pendidikan tinggi untuk mengintegrasikan elemen gamifikasi dalam desain E-learning secara sistematis dan berkelanjutan, serta mengembangkan model blended learning yang adaptif dan partisipatif.

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Published

2025-10-08

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Analisis Penerapan Gamifikasi Dalam Model Pembelajaran E-Learning Terhadap Psikologi Mahasiswa Engineering Major. (2025). Innovation and Applied Education Journal, 2(1), 1-10. https://journal.lontaradigitech.com/index.php/IAEJ/article/view/1055