JRSSEM 2023, Vol. 02, No. 7, 1392 1406
E-ISSN: 2807 - 6311, P-ISSN: 2807 - 6494
DOI : 10.36418/jrssem.v2i07.384 https://jrssem.publikasiindonesia.id/index.php/jrssem/index
IMPACTS OF GAMIFICATION LEARNING APPROACH ON
STUDENT’S PERFORMANCE AND PERCEPTION DURING
COVID 19 POST PANDEMIC 2021 IN INDONESIA NEW
NORMAL LEARNING SETTING
Anthia Ratna
1
Lubna Ali Mohammed
2
Anitha Kirpalani
3
Komal Hiranandani
4
Laveena Tolani
5
Sanchita Nandi
6
1,2
Department of TESL, Faculty of Social Sciences, Arts, and Humanities, Lincoln University
College (LUC), Malaysia
3,4,5&6
Department of Education, Faculty of Social Sciences, Arts, and Humanities, Lincoln
University College (LUC), Malaysia.
*
e-mail : anthiaratna21@gmail.com, lubnaa[email protected]u.my, anithakirpalani@gmail.com,
komalhiranandani@gmail.com,
laveenatolani@gmail.com, sanchitanandi@gmail.com
*Correspondence: lubnaali@lincoln.edu.my
Submitted
: 21
th
January 2023
Revised
: 11
th
February 2023
Accepted
: 21
th
February 2023
Abstract: This study aims to determine the impact of student performance and perceptions of
those taught with a gamification learning approach compared to students in rote classes on their
academic reading comprehension during COVID 19 Post-Pandemic 2021 in Indonesia's New
Normal learning setting. A quasi-experimental study design with pre-test and post-test control
groups was used. Students are allocated to one of two versions of the program's learning
environment at random: the gamified version or the original non-gamified version. The results of
the pre-post test through the Independent Sample T-Test found a significant value which proved
that the Gamification Learning Technique was also more effective than the rote learning method.
Questionnaires were used to collect data regarding opinions related to gamification elements and
it was found that most students chose "strongly agree" to "agree" with positive statements about
research. In conclusion, gamified learning is recommended to make learning more enjoyable, even
without fully solving some of the motivational challenges students face.
Keywords: Perception; Gamification; Performance; Pre- post- control group; Experimental
design; New Normal learning setting.
Anthia Ratna
1
Lubna Ali Mohammed
2
Anitha Kirpalani
3
Komal Hiranandani
4
Laveena Tolani
5
Sanchita Nandi
6
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DOI : 10.36418/jrssem.v2i07.384 https://jrssem.publikasiindonesia.id/index.php/jrssem/index
INTRODUCTION
English is one of the languages which
has become an international language.
English proficiency has huge benefits in
today’s world since it is a worldwide lingua
franca. Indonesia is the only Southeast
Asian country that has not made English
compulsory. In Indonesia, English is placed
as a Foreign Language; there is no
immediate use of the language in everyday
context; it serves a minimal purpose.
Students speak Indonesian in school or in
formal settings and it is the local language
at home every day. Based on the English
Proficiency Index by Education First,
Indonesia is the 15th country with the
lowest English Proficiency in Asia and 74th
globally with a score of 453 (EF.com, 2021)
(see Figure 01). The result proves that
Indonesia needs room for improvement.
Figure 1. EF English Proficiency Index in Asia
Mastery of regional languages and
Indonesian is no longer sufficient in this
advanced period. Indonesia has long felt
the impacts of globalization. Everyone is
competing to acquire diverse talents to win
life's competition. The community must
convey ideas and skills, aided by competent
communication mediums, such as the
English language. Quoted from the journal
English in Indonesia: Status and Influence,
it is mentioned that the ability to
comprehend English is challenging for
Indonesians, both in terms of vocabulary,
pronunciation, and sentence structure.
Since English has become an asset for
employment opportunities, many parents
consider sending their children to a
bilingual English-Indonesian speaking
school, which promotes early bilingual child
development. In addition to that, parents
do not have to worry about their children
being unable to speak English; although
there is a lack of support from the
community and family who speak English in
daily life. This trend brings a significant
impact on the student’s language
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Lubna Ali Mohammed
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Anitha Kirpalani
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Komal Hiranandani
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Laveena Tolani
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Sanchita Nandi
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comprehension and literacy skills.
Reading has a crucial role in the
acquisition of a language, particularly in the
success of language learning. It is common
for students to struggle with reading
English fluently. Despite the fact that many
youngsters can read, the act of reading and
the act of comprehending are two very
distinct things. It is critical to have
significant reading comprehension skills.
Besides that, reading comprehension is the
highest level of reading skills in English.
Students should be able to use their
cognitive abilities to understand how
written and spoken communication is
interwoven. With this skill, the learning
experience is enhanced as the task of
reading is done more efficiently, which is
beneficial not only in the classroom but
also in the workplace and in one's personal
life. In order to keep up with contemporary
global developments, English reading
comprehension abilities are a necessity for
Indonesians to possess. Teachers are
challenged to be innovative when teaching
language to create an engaging and
positive learning environment, especially
when teaching reading comprehension.
COVID-19 in Indonesia was confirmed
by the President of Indonesia on the 2nd of
March 2020. COVID-19's preventive
measures include implementing social and
physical distancing policies as well as the
temporary closure of schools (Fong, 2020).
Traditional education has changed radically
within the last two years due to the Covid-
19 Pandemic; since then students have
been learning online. After the cases
decreased and vaccinations given;
Indonesia reopened schools with extra
caution in the New Normal Era. Students
returned back to school and have adjusted
to the new arrangements by following
health protocols. The President of
Indonesia approved in-person learning in
the current academic year with strict
requirements to ensure a safe return to
schools during the Covid-19 pandemic.
Those requirements were that only 25
percent of the total number of students
were allowed to attend classrooms at a
time, classroom activities were to last only
four hours per day, and student attendance
was limited to twice per week. The
President's official speech was followed by
The Jakarta Provincial Government's press
release. During the limited offline schooling
trial, several regulations had to be paid
attention to, such as that the offline school
trial was to be held once a week for each
grade, the number of students was limited
to a maximum of 50% of the capacity per
class, a distance of 1.5 meters between
students had to be maintained and the
study duration had to be limited to a
maximum of four hours a day. This
pandemic could not be a reason for
Indonesia to blindfold students that
struggle with reading comprehension.
Teachers are required to help them to
maximize their potential and to come
forward from the lowest English Proficiency
and Reading Comprehension level in Asia,
to hopefully one day be the highest English
Proficiency in Asia, with fewer illiterate
students. In such a limited amount of time
and a physically distanced classroom,
teachers are challenged to create an
engaging, motivating, and active classroom
that maximizes learning.
Gamification approach which has been
shown to increase learners' engagement
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with course materials and improve their
motivation, learning participation, and
collaboration could be the solution.
(Natalia Nehring, 2018). There is limited
literature on the implementation guidelines
of gamified designs done in Indonesia and
the gamification approach available in
literature also lacks standardized elements
which is essential to ensure compatibility
and control the optimum usage of the
method to avoid gamification as
unnecessary eye candy.
Moreover, with a student population
predominantly composed of millennials,
educators should be able to turn
technology into something useful and
create a fun learning atmosphere. As a
result, an effort to move away to a gamified
learning strategy with integrating
technological devices is hoped to meet
students' needs better and foster better
classroom engagement. Fast ForWord
Reading Assistant Program is a cutting-
edge online guided reading tool that
delivers rigorous reading practice with a
combination of gamification and self-paced
learning. This program has almost all of the
gamified elements implemented to
improve students’ English language skills.
Up to this moment, the researcher has not
found any research which tests the
effectiveness of the FastForWord reading
program in research. This program can also
be a good example of standardized
application of gamified lessons.
Additionally, no research has examined
which elements of the gamification
approach increase learners' motivation and
engagement from the student's
perspective. Hearing the learner's
perspective is very important, as they are
the ones experiencing it. Their opinions can
be used as feedback to improve the
strategy into a better one. This study aims
to answer the following research question:
How significant is the difference
between students who are taught using
rote learning approach to students who are
taught using a gamification learning
approach in respect of their academic
English reading comprehension?
Literature Review
Gamification
Games have existed in human
communities for as long as records have
been documented. They are available in
many different formats, such as card
games, board games, dice games, various
sports, and many others. Looyestyn
described gamification design as a new
approach to improve students’
participation in learning (Looyestyn, 2017).
The term gamification” has been defined
differently by different researchers. The first
definition stated by Dr Zachary Fitz Walter
is The implementation of game-design
features and gaming ideas in non-game
environments is known as gamification. It
may also be defined as a set of actions and
methods used to address issues by utilizing
or applying game element characteristics
(Walter, 2021). Another definition
mentioned is “Gamification is about taking
something that is not a game and applying
game mechanics to increase user
engagement, happiness and loyalty. Yet
another definition by Kiryakova et.al
mentions that Gamification is an
integration of game elements and game
thinking in activities that are not games
(Kiryakova, 2017). From these three
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1
Lubna Ali Mohammed
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Anitha Kirpalani
3
Komal Hiranandani
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Laveena Tolani
5
Sanchita Nandi
6
| 1396
definitions mentioned, we can conclude
that gamification is the use of game
features and techniques in non-game
settings to increase loyalty, engagement,
and motivation. The use of gamification in
education therefore should follow the
concept of gamification.
From the viewpoint of a teacher, the
use of gamification in education stems
from the anticipated potential of this
strategy in improving students' attention
and motivation, entertainment,
involvement, and ease of learning
(Sánchez-Mena, 2017). Gamification seeks
to include more fun and engagement in
education while delivering positive
feedback, encouraging students to be
more engaged, motivated, and inspired to
study. Engagement and motivation are two
closely related notions that often overlap in
cognitive engagement and intrinsic
motivation. While they are sometimes used
interchangeably, the two notions are
separate.
Motivational
A fundamental premise of this study is
that game design components may be
actively employed to transform non-game
settings such as working or learning
environments, hence addressing
motivating mechanisms. The relationship
between gamification concepts and
motivating needs must be established in
developing an efficient gamification
process. Thus, the growing theoretical
challenge is which specific game design
features may fulfil distinct psychological
demands. Three essential psychological
and inherent needs are suggested under
self-determination theory: the need for
competence, the need for autonomy, and
the need for social relatedness. (Sailer,
UlrichHense, & Mandla, 2016).
The need for competence
is associated
with sentiments of efficiency and
success while dealing with one's
surroundings. It is thought that every
human aspires to feel competent while
consciously impacting the world with
which they interact. Competence can be
addressed by using points, performance
graphs, badges, or leader boards. Points
give the player detailed feedback
directly related to the player's activities.
Performance graphs visibly represent
the player's progress over time, offering
continuous feedback. Badges and
leaderboards evaluate a sequence of
player activities and deliver cumulative
input as a result. If chances are genuinely
accessible, stories can help players view
their acts as significant and volitionally
engaging.
The need for autonomy
relates to
psychological independence and the will
to complete a specific job. While
psychological freedom refers to the
sensation of making decisions based on
one's values and interests, volition refers
to the experience of acting without the
influence of others. As a result,
autonomy refers to both experiences (a)
choice of freedom, which indicates the
ability to choose between multiple
courses of action, and (b) task
meaningfulness, which suggests that the
path of action at hand is consistent with
one's aims and attitudes. The need for
autonomy comprises two components:
experiences of choice freedom and
experiences of task meaningfulness.
Avatars are significant in the first
element (autonomy in terms of freedom
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of choosing) since they provide the
players with an option. Stories
significantly influence the second
feature (autonomy in terms of task
meaningfulness). If chances are
genuinely accessible, stories can help
players view their acts as significant and
volitionally engaging.
The need for social relatedness
relates to
one's sense of belonging, connection,
and concern for a group of significant
persons. It symbolizes the individual's
fundamental need for cohesive
integration with the social environment.
A storyline can also alter the need for
social relatedness if it provides a
narrative frame where the player is given
a meaningful role. A sense of
significance can be produced by
highlighting the importance of the
players' actions for the group's
performance in collaboration with
teammates, who can be genuine co-
players or non-player characters. A
common objective that may be
articulated through a meaningful
storyline can help build feelings of social
connectedness. In conclusion, to provide
a gamification approach that affects
students' behaviour, commitment,
motivation; and to improve knowledge
and skills, gamified elements should
consist of these ten grail items. They are:
points, level, trophy/badges, time
pressure, a leader board that tells
players status or hierarchy, goals,
feedback, challenge, storyline, and
chance.
Student’s Achievement
Student achievement is an important
component of a three-legged stool that
also involves standards and learning.
Educational programs may be flawed if one
leg is weak or lacking, but if all three are
strong, the programs can be successful. The
student performance leg of this stool is
measured using standardized tests.
Standardized exams are typically successful
at assessing students' knowledge, abilities,
and comprehension because they are
objective, fair, efficient, and thorough,
according to research and experience.
Standardised exams that measure
academic achievement (in reading, math,
and other disciplines) are given to students
to measure their academic development
from the beginning through the finish of a
program of teaching, and are referred to as
"pre-post testing." The findings of the pre-
test should, in theory, represent a student's
skills upon entering an educational setting
and serve as a benchmark for their current
success level. Pre-testing is particularly
useful for assessing student knowledge,
abilities, and cognitive learning, but less so,
for assessing values (Walberg, 2019).
Conceptual Framework
During this quasi-experimental
research, students were divided into two
groups; first, an experimental group, the
class taught using the gamification learning
approach, and the control group, which is
the class taught using the rote learning
approach. The conceptual framework
presents the relationship between the
Independent variable which is the
classrooms with Rote and Gamification
learning approach and the Dependent
variable which is the student’s performance.
The model implied that students' attitudes
about gamification would affect both their
skill-related performance and their
engagement in and interaction with the
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course. The control variable which is the
same vocabulary difficulty level in the
reading tests given to both groups and the
extraneous variable such as student’s
intelligence level and their interest towards
game were also built as it is crucial to
understand the target group with their
unique extraneous variety and to use a
systematic approach towards a meaningful
research design.
The following hypothesis have been
generated from the relationship between
the variables of the current study:
H1: Students who are taught using
gamification learning approach show a
significant increase over time in their
academic English reading comprehension
as opposed to the rote learning approach.
H0: Students who are taught using
gamification learning approach do not
show a significant increase over time in
their academic English reading
comprehension as opposed to the rote
learning approach.
H1: Perceived interest towards the
application of gamification learning
approach will make students feel happy
and motivated.
H0: Perceived interest towards the
application of gamification learning
approach will not make students feel happy
and motivated.
Figure 2. Conceptual Framework Diagram
MATERIALS AND METHODS
Subjects
This research is a quantitative study. A
quasi-experimental research design with a
pre-test- post-test, and control group was
employed. The sampling method used by
the researcher is the non-probability
convenience sampling; this sort of
sampling is used in exploratory research
when the researcher is interested in
obtaining an economical approximation of
the truth. In this research, the population
of this study includes all 4th -5th grade
students in bilingual school programs, 240
students in total. The samples of this
research will be 120 students. The students
are elementary school students in
Highscope Indonesia. There are 60 students
in the experimental group, and another 60
Independent Variable
Learning approach:
Rote learning approach
Gamification learning
approach
Dependent Variable
Student’s performance
Control Variable
Vocabulary difficulty level
Extraneous Variable
IQ level
Student’s interest towards game
Student’s personality traits
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students are in the control group from the
same academic year.
Data Collection and Procedure
The study was conducted in March to
May. To eliminate biases in the study, the
researcher collaborated with other class
teachers to perform the study and to teach
the control group using the same resources
and lesson planning when the permit was
approved. Then, a short introduction was
given to the students regarding the use of
the Fast ForWord application. This study
lasted for twelve effective weeks: Group I
got the experimental therapy via
Gamification learning method, whereas
Group II received the control treatment rote
learning (Lecture Method). Using the two
techniques, both groups were given tests
(pre and post) on researcher-created
assessments before and after instruction.
Pre-tests were given on the first day of
research to both groups, while the post-
tests for both groups were done after the
treatment given, or on the last day of the
academic term 2. Then, the students were
asked to complete a questionnaire
regarding the opinion towards gamification
elements.
Instruments of data collection
Questionnaire consisted of three parts.
Part I of the research instrument consists of
the items which gather respondents’
demographic data such as their gender,
year of study, duration of playing game in a
day, type of game played. Part II consists of
32 items adopted from the previous
research to examine the general
perspectives of students about
gamification. To check the reliability, the
researchers used a reliability coefficient
that was calculated for the questionnaire
using Cronbach’s Alpha equation.
Table 1. Reliability Analysis of Respondents perception on gamified elements
Factors
No. of
items
Mean±SD
Respondent’s perception
on gamified- learning
method
32
3.55±0.54
With a Cronbach's alpha score of 0.926, the
respondents' perceptions of Gamification
components and gameful experience
coefficients demonstrate a high level of
dependability. This result demonstrates
that the items assessing a certain factor
have a high level of congruence.
Pre-Post-tests.
The pre- post-test used in this research
was in the form of a short-essay with a full
score of 10 to find out whether the
gamification learning approach brings an
impact in the students performance. Both
tests measure the reading skills related to
comparing and contrasting a story and a
poem and reading comprehension about a
fiction story. The tests and scoring rubrics
were provided by the English language
department committee in Highscope. The
tests were done systematically in the
beginning of the program and after the
program was done for three months.
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Anitha Kirpalani
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DOI : 10.36418/jrssem.v2i07.384 https://jrssem.publikasiindonesia.id/index.php/jrssem/index
Figure 3. Experimental Design Flowchart
The result of pre and post-tests of
vocabulary mastery will be analysed using
Paired t-test in Number Analytics to test if
the means of two paired measurements are
significantly different. The significance level
for all inferential tests were set at 0.05
alpha. The data consisted the mean and
standard deviation for two related groups;
and the observed t-value, 95% confidence
intervals, degrees of freedom, and
significance level
RESULTS AND DISCUSSION
Normality Test
The researcher evaluated the data
distribution to see if it was normal before
testing the hypothesis. The Kolmogorov-
Smirnov test was utilized by the researcher.
Table 2. Normality Test
Kolmogorov-Smirnov
Mean
D
p
-value
Skewness
Kurtosis
Std. Deviation
3.88525
.16141
.07424
-0.31357
-1.045219
1.654271
A Kolmogrov-Smirnov test indicates that
the distribution of research participants
follows a normal distribution, as the
significant value is greater than 0.05,
p
.07424 >0.05.1
Pre- Post Test Result
The P-value not only conveys the
importance of evidence for or against the
null hypothesis, but also offers a guideline
for accepting or rejecting it. Small values
around 0 give significant evidence (low to
high) against the null hypothesis, whereas
big values provide evidence in favor. In this
case, the researcher grouped the outcomes
of the
p
-value result in order of evidence to
better convey our findings to a non-
scientific audience.
Random
Allocation
Treatment group
Control group
Before
Intervention
After
Time
1 pre-intervention
measurement for each
group
1 post-intervention
measurement for each
group
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Table 3. Pre Post Test
p-value
Evidence for an association
<0.001
Very strong evidence against the null hypothesis in favour of the
alternative
<0.01
Strong evidence against the null hypothesis in favour of the
alternative
Between
0.01 and
0.05
Moderate evidence against the null hypothesis in favour of the
alternative
Between
0.05 and 0.1
Low evidence against the null hypothesis in favour of the
alternative
>0.1
Absence of evidence against the null hypothesis
When the mean post-test scores for the
traditional and gamified groups were
compared using an independent sample t-
test, there was a very strong statistical
difference between the groups, indicating
that the gamified classroom model had
more positive effects and created more
progress on the students' reading
comprehension achievement (t = 7.594, p
0.05). As demonstrated in Table 5, the
gamified classroom group's post-test mean
achievement score (M = 8.656) was
considerably higher than the traditional
group's (M = 7.164). This finding
demonstrated that the gamified study's
methods were more effective as the p value
of 0.05 indicates strong evidence against
the null hypothesis.
Table 4. T-Test result of Experimental and Control Post tests
Groups
Number,
N
Mean,
X
Stan.dev.,
Sd
Degrees
of
freedom,
Df
t
-test,
t
p
Gamified
learning
Rote
learning
60
60
8.656
7.164
0.9981
1.1858
60
7.594
0.000
The finding of hypothesis 1 that stated
the significance effect of gamification
learning on student performance is in
alignment with previous studies. Anggraeni
(2021) students show a good attitude
towards the use of gamification during
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learning so that it has a positive impact on
learning. According to the results of the
analysis, gamification can increase student
involvement in lectures, such as: (1) more
likely to take notes in class because it can
help them in answering quizzes through
gamification, (2) communication in solving
problems with classmates, (3) being more
careful be careful in answering questions so
as not to affect the score they have got, and
(4) be more competitive with scores on the
leaderboard. The application of
gamification also makes students enjoy
learning more, such as: (1) enjoying
learning more (2) accessing and using
learning materials more often, (3)
completing more homework, thereby
increasing class attendance, and (4)
becomes more excited to keep trying to
complete the given so as to achieve goals
like collecting lots of things and being able
to lead on the leaderboard. When dealing
with material for the first time, applying
gamification in the learning media used will
help students understand at the earliest
stage. However, along with the increasingly
complex material, it will have an impact on
student learning motivation so that
adjustments in the application of
gamification are needed. Gamification in
learning can affect learning activities.
Students become more active in
participating in the learning process
thereby increasing engagement and being
more motivated to learn. The application of
gamification in learning can improve
student learning outcomes. The effect of
gamification shows that the application of
gamification is a promising technique that
can be applied to learning materials.
Perceptions of Students for Gamification
Approach Questionnaire Result
When a gamification strategy was
integrated with the program in all of the
classes, the students replied "completely
agree" to some of the statements. Below is
the way on how the data will be intepreted
through the result of the mean :
1. From 1.81 until 2.60 represents (do
not agree).
2. From 2.61 until 3.40 represents (true
to some extent).
3. From 3:41 until 4:20 represents
(agree).
4. From 4:21 until 5:00 represents
(strongly agree)
The learners’ responses to the Likert
scale items were also positive. These
questions looked into whether students felt
gamified learning increased their reading
comprehension, their motivation, the level
of difficulty of the exercise, whether they
enjoyed the classroom, and whether they
thought speed reading should be taught at
all program levels. The aggregate average
was 4.49, which shows that most people
agreed strongly with the claims and
indicates strong evidence against the null
hypothesis.
Discussion
The finding of hypothesis 1 that stated
the significance effect of gamification
learning on student performance is in
alignment with previous studies. Anggraeni
(2021) students show a good attitude
towards the use of gamification during
learning so that it has a positive impact on
learning. According to the results of the
analysis, gamification can increase student
involvement in lectures, such as: (1) more
likely to take notes in class because it can
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help them in answering quizzes through
gamification, (2) communication in solving
problems with classmates, (3) being more
careful be careful in answering questions so
as not to affect the score they have got, and
(4) be more competitive with scores on the
leaderboard. The application of
gamification also makes students enjoy
learning more, such as: (1) enjoying
learning more (2) accessing and using
learning materials more often, (3)
completing more homework, thereby
increasing class attendance, and (4)
becomes more excited to keep trying to
complete the given so as to achieve goals
like collecting lots of things and being able
to lead on the leaderboard. When dealing
with material for the first time, applying
gamification in the learning media used will
help students understand at the earliest
stage. However, along with the increasingly
complex material, it will have an impact on
student learning motivation so that
adjustments in the application of
gamification are needed. Gamification in
learning can affect learning activities.
Students become more active in
participating in the learning process
thereby increasing engagement and being
more motivated to learn. The application of
gamification in learning can improve
student learning outcomes. The effect of
gamification shows that the application of
gamification is a promising technique that
can be applied to learning materials.
The learning process between teachers
and students is carried out by utilizing
technology and information. Learning that
takes place, of course, has its own
obstacles. Teachers are required to be able
to create an effective but pleasant
atmosphere. Fun learning is a learning
process that takes place in a pleasant and
impressive atmosphere for students. If the
atmosphere when learning can be created
with fun, it is hoped that students can be
more actively involved when the activity
takes place so that learning objectives can
be achieved optimally. Fun learning is a
model in learning that supports the
development of creative thinking. Students
can develop their creativity in developing
knowledge, attitudes, values, and
responsible behavior towards the
surrounding environment. Gamification-
based learning or game-based learning is
used as a solution to existing problems.
Gamification itself is a method that can be
used in the learning process. In this
gamification learning, games are used as an
interesting place for students to learn many
things in a fun way. This learning approach
using game elements is quite effective in
learning. Learning can be said to be
effective if it shows the level of success or
achievement of a goal that can be
measured by quality, quantity and time in
accordance with what was previously
planned. This learning can increase the
success rate because the presentation of
material that is different from usual can
attract the attention of students, so that
students can better understand the
material presented by the teacher.
This is evidenced by research
conducted by Winatha and Setiawan (2020)
with results showing that there is a
significant increase in learning achievement
with an increase of 8.25 points and 29.93
points, respectively. In learning,
gamification can be stated as an effective
learning approach because the use of
Anthia Ratna
1
Lubna Ali Mohammed
2
Anitha Kirpalani
3
Komal Hiranandani
4
Laveena Tolani
5
Sanchita Nandi
6
| 1404
gamification is an innovation in technology
that is still rarely used by teachers.
Gamification presents game-based
material and uses technology, so this
approach is appropriate to use in distance
learning to improve learning outcomes,
familiarize students with using technology
in a positive way and avoid feeling
boredom felt by students when the
learning process takes place. With the use
of gamification, teachers can more
optimally prepare teaching materials to
achieve learning objectives. Gamification
can be used in various subjects in school.
Gamification is generally used at the
education level. Teaching materials are
presented as attractively as possible so that
students do not experience boredom when
learning takes place. It can be concluded
that this gamification is a very appropriate
alternative to be used in the learning
process by delivering interesting, fun, and
effective material.
The finding of hypothesis 2 that stated
the significance effect of gamification
learning on student perceptions is in
alignment with previous studies Fadilla
(2018) Learning that implements the use of
gamification can change the learning
paradigm that was originally teacher-
centered to student-centered learning.
Based on constructivism learning theory
which states that learning will be more
meaningful if students are involved in
building their own knowledge. Therefore,
students' learning motivation has an
important role in learning. With the
motivation in students, it will provide
enthusiasm for learning and a sense of
pleasure in learning. Learning is very
influential on students' learning motivation.
This is in line with previous research, by Aini
(2018) which showed an increase in student
interest in learning. Judging from the
occurrence of these increases, it can be
concluded that the application of
gamification has an effect on student
learning motivation which includes
attention to lessons, and the presence of
interest and pleasure. The learning
methods and models presented are in
accordance with the characteristics of
students so that the learning process takes
place effectively and pleasantly. Similar
research also states the same thing, that
gamification can increase students'
learning motivation. Based on research
conducted by Winatha and Setiawan (2020)
which showed that the average score of
student learning motivation increased
significantly by 0.55 points and 12.1 points,
respectively. This research proves that the
application of gamification in the learning
process can provide positive changes to
students' learning motivation. With the
implementation of gamification in the
learning process, the learning process
between teachers and students will take
place interactively. Learning that takes
place interactively can make the learning
atmosphere more lively and not boring.
This learning occurs when there is
communication between students and
teachers who interact with each other. This
interaction can be built in several ways,
such as asking questions and discussing.
Therefore, the application of gamification
will provide changes to the learning
atmosphere between teachers and
students. Gamification is a game-based
learning model that requires students to
play an active role in the learning process
1405 | Impacts of Gamification Learning Approach on Student’s Performance and Perception
During Covid 19 Post Pandemic 2021 In Indonesia New Normal Learning Setting
and the teacher only as a learning
facilitator. This can encourage students'
learning motivation in the learning process.
Based on research conducted by Putri and
Asrori (2019), it shows that the use of
gamification can build active interactions
between students and teachers, as well as
students and other students. Some
students look very enthusiastic in
participating in the learning process using
gamification.
CONCLUSIONS
Based on the results of the literature
study that has been carried out, it can be
concluded that the application of
gamification in learning in the Covid-19 era
has a positive impact on student learning
activities. There are 2 positive impacts that
are highlighted, namely first, gamification
in learning can affect learning activities.
Student performance becomes more active
in participating in the learning process
thereby increasing engagement and being
more motivated to learn. Furthermore, the
application of gamification in learning can
improve student learning outcomes
because they are motivated. The effect of
gamification shows that gamification is a
promising technique that can be applied to
learning materials in the post pandemic in
2021.
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