ICT-Based Gamification Application: Supporting the Implementation of Team Games Tournament Cooperative Learning Model to Improve Students’ Learning Outcomes
Abstract
This research aims to improve students’ learning outcomes through the implementation of the Team Games Tournament (TGT) cooperative learning model complemented with ICT-based gamification applications. This research is an experimental research that involved students from class VIII at a junior high school in Ternate city. Students’ learning outcome data were collected through multiple-choice test instruments. The results showed that the use of the Wordwall gamification application in the TGT cooperative learning model was significantly more effective to improve students’ learning outcomes compared to conventional learning. This research implies that ICT-based gamification applications can be used as a complement to teaching materials. Moreover, the variety of game types utilized contributes to increased student engagement in the learning process.
Keywords
Full Text:
PDFReferences
Abdillah, L. I., Nur, S. H., & Arip, A. G. (2023). Model pembelajaran teams games tournament berbasis keterampilan proses sains untuk meningkatkan kemampuan berpikir kreatif dan motivasi belajar siswa. Jurnal Educatio Fkip Unma, 9(2), 1051-1060. https://doi.org/10.31949/educatio.v9i2.4472.
Ambara, I. M. Y., Margunayasa, I. G., & Kusmariyatni, N. N. (2019). Pengembangan perangkat pembelajaran kolaboratif pada mata pelajaran matematika topik pengolahan data siswa kelas V SD. Premiere Educandum: Jurnal Pendidikan Dasar Dan Pembelajaran, 9(2), 112-122. https://doi.org/10.25273/pe.v9i2.4671.
Bang, H. J., Li, L., & Flynn, K. (2023). Efficacy of an adaptive game-based math learning app to support personalized learning and improve early elementary school students’ learning. Early Childhood Education Journal, 51(4), 717-732. https://doi.org/10.1007/s10643-022-01332-3.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining" gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15). https://doi.org/ 10.1145/2181037.2181040.
Deterding, S. (2012). Gamification: designing for motivation. interactions, 19(4), 14-17. https://doi.org/10.1145/2212877.2212883.
Dewi, P. D. K. P., & Putu, J. I. D. (2023). Penerapan pembelajaran kooperatif tipe teams games tournament pada mata pelajaran biologi kelas 11 dapat meningkatkan keterampilan kolaborasi siswa. Emasains: Jurnal Edukasi Matematika Dan Sains, 12(2), 121-133. http://doi.org/10.59672/emasains.v12i2.2790.
Dewi, S. M., DS, Y. N., Sa’diah, T. L., & Sa’adah, H. M. R. (2024). Wordwall media with a gameshow-quiz type to increase students' interest in IPAS learning at elementary school. MIMBAR PGSD Undiksha, 12(2), 312-320. https://doi.org/10.23887/jjpgsd.v12i2.78681.
Dewiyanti, N. K. (2018). Pengaruh model pembelajaran team games tournament (TGT) berbantuan media permainan ular tangga terhadap hasil belajar matematika. Jurnal Ilmiah Pendidikan dan Pembelajaran, 2(1), 29-37. https://doi.org/10.23887/jipp.v2i1.13977.
Dhika, H., & Destiawati, F. (2022). Workshop pemanfaatan aplikasi wordwall sebagai media pembelajaran siswa. J-ABDI: Jurnal Pengabdian kepada Masyarakat, 2(7), 5505-5512. https://doi.org/10.53625/jabdi.v2i7.3718
Fauziyati, K. A. (2023). Gamification of wordwall maze chase as a STEM-based learning media to improve students' creative thinking skills. Research and Innovation in Social Science Education Journal (RISSEJ), 1(1), 1-9. https://doi.org/10.30595/rissej.v1i1.13.
Gathong, S., & Chamrat, S. (2019). The implementation of science, technology and society environment (stse)-based learning for developing pre-service general science teachers’ understanding of the nature of science by empirical evidence. Jurnal Pendidikan IPA Indonesia, 8(3), 354-360. https://doi.org/https://doi.org/10.15294/jpii.v8i3.19442.
Gunarta, I. G. (2018). Pengaruh model pembelajaran TGT berbantuan media question card terhadap hasil belajar IPA. Jurnal Pedagogi Dan Pembelajaran, 1(2), 112-120. https://doi.org/10.23887/jp2.v1i2.19338.
Hake, R. R. (1998). Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses. American journal of Physics, 66(1), 64-74. https://doi.org/10.1119/1.18809.
Hasanah, K. U., Makmun, M. N. Z., & Aisyah, N. (2024). Pengembangan media pembelajaran berbasis aplikasi wordwall pada pembelajaran IPAS untuk meningkatkan hasil belajar siswa kelas IV sekolah dasar. Berkala Ilmiah Pendidikan, 4(1), 69-78. https://doi.org/10.51214/bip.v4i1.854.
Hendra, Y., & Rahayu, T. (2020). The effectiveness of teams games tournament (TGT) and make a match learning models on collaboration ability in science learning-meta-analysis. International Journal of Elementary Education, 4(4), 510-518. https://doi.org/10.23887/ijee.v4i4.30205.
Hidayah, S. N., & Prasetyo, T. (2022). pengembangan media game edukasi tematik berbasis web wordwall berpadukan classroom untuk meningkatkan hasil belajar siswa kelas 4 sekolah dasar. JIIP-Jurnal Ilmiah Ilmu Pendidikan, 5(7), 2632-2635. https://doi.org/10.54371/jiip.v5i7.732.
Hidayaty, A., Qurbaniah, M., & Setiadi, A. E. (2022). The influence of word wall on students’ interest and learning outcomes. Jurnal Penelitian Ilmu Pendidikan, 15(2), 211-223. https://doi.org/10.21831/jpipfip.v15i2.51691.
Ilten-Gee, R., & Hilliard, L. J. (2021). Moral reasoning in peer conversations during game-based learning: An exploratory study. Journal of Moral Education, 50(2), 140-165. https://doi.org/10.1080/03057240.2019.1662775.
Jannah, M., & Syafryadin, S. (2022, July). EFL students' perspectives on the use of Wordwall. net as vocabulary learning media. ELT Forum: Journal of English Language Teaching, 11(2), 115–124. https://doi.org/10.15294/elt.v11i2.57120.
Jayadi, A., Putri, D. H., & Johan, H. (2020). Identifikasi pembekalan keterampilan abad 21 pada aspek keterampilan pemecahan masalah siswa sma kota bengkulu dalam mata pelajaran fisika. Jurnal Kumparan Fisika, 3(1 April), 25-32. https://doi.org/https://doi.org/10.33369/jkf.3.1.25-32.
Lestari, P. T., Sudibyo, E., & Aulia, E. V. (2023). Penerapan model pembelajaran teams games tournament untuk meningkatkan hasil belajar siswa. PENSA: E-Jurnal Pendidikan Sains, 11(1), 16-21.
Lestari, W., & Widayati, A. (2022). Implementation of teams games tournament to improve student’s learning activity and learning outcome: classroom action research. Al-Ishlah: Jurnal Pendidikan, 14(4), 5587-5598. https://doi.org/10.35445/alishlah.v14i4.1329.
Mahendra, I. W. E., Jayantika, I. G. A. N., & Mintarti, N. G. P. (2018). Pengaruh model pembelajaran kolaboratif terhadap hasil belajar matematika dengan mengontrol bakat numerik peserta didik. Journal of Songke Math, 1(1), 26-36. http://unikastpaulus.ac.id/jurnal/index.php/jsm/article/view/369.
Masrita, M. (2017). Meningkatkan hasil belajar PKn siswa kelas iv melalui pembelajaran kooperatif model make a match di sdn 15 batipuh, kabupaten tanah datar, sumatera barat. Al Ibtida: Jurnal Pendidikan Guru MI, 4(2), 179-188. https://doi.org/10.24235/al.ibtida.snj.v4i2.1526.
Murdika, M., Wijaya, M., & Sugiarti, S. (2018). Penerapan model pembelajaran kooperatif tipe TGT untuk meningkatkan motivasi dan aktivitas belajar peserta didik kelas XMIA-3 SMAN 1 Tanete Rilau (studi pada materi pokok ikatan kimia dan bentuk geometri). Chemica: Jurnal Ilmiah Kimia dan Pendidikan Kimia, 19(1), 75-86. https://doi.org/10.35580/chemica.v19i1.6647.
Nailiyah, U & Istianah, F. (2023). Pengaruh game whack a mole terhadap hasil belajar siswa sekolah dasar pada materi adaptasi tumbuhan dan hewan. Jurnal Penelitian Pendidikan Guru Sekolah Dasar, 11(8), 1667-1677.
Nisa, R., & Rohmah, A. N. (2024). Pengaruh game edukasi wordwall maze chase terhadap minat belajar ipas peserta didik Madrasah Ibtidaiyah. Limas Pendidikan Guru Madrasah Ibtidaiyah, 5(1), 59-72. https://doi.org/10.19109/7gwq3j12.
Nurkhasanah, S., Mukmin, B. A., & Hunaifi, A. A. (2024). Pengembangan media crossword berbasis wordwall materi organ pencernaan manusia di kelas V Sekolah Dasar. In Prosiding SEMDIKJAR (Seminar Nasional Pendidikan dan Pembelajaran) (Vol. 7, pp. 949-955). https://doi.org/10.29407/a4rp8b24.
Parhusip, G. D., Kristanto, Y. D., & Partini, P. (2023). Meningkatkan keaktifan belajar peserta didik dengan model pembelajaran kooperatif tipe teams games tournament (TGT). JIPM (Jurnal Ilmiah Pendidikan Matematika), 11(2), 293-306. http://doi.org/10.25273/jipm.v11i2.13816.
Permana, S. P., & Kasriman, K. (2022). Pengaruh media pembelajaran Wordwall terhadap motivasi belajar IPS kelas IV. Jurnal Basicedu, 6(5), 7831-7839. https://doi.org/10.31004/basicedu.v6i5.3616.
Raharjo, W. T., & Kristin, F. (2019). Peningkatan hasil belajar ipa peserta didik menggunakan model pembelajaran make a match pada kelas 4 sd. Satya Widya, 35(2), 168-175. https://doi.org/10.24246/j.sw.2019.v35.i2.p168-175.
Rositayani, N. P. E., & Abadi, I. B. G. S. (2019). Pengaruh model pembelajaran children’s learning in science berbantuan media audio visual terhadap kompetensi pengetahuan IPA. Mimbar Ilmu, 24(1), 63-72. https://doi.org/10.23887/mi.v24i1.17452.
Saprudin, S., Liliasari, L., Prihatmanto, A. S., & Setiawan, A. (2019). The potential of gamification in developing pre-service physics teachers' critical and creative thinking skills. Omega: Jurnal Fisika dan Pendidikan Fisika, 5(1), 7-14. https://doi.org/10.31758/OmegaJPhysPhysEduc.v5i1.7.
Saprudin, S., Liliasari, L., Setiawan, A., & Prihatmanto, A. (2020). Optical gamification (OG); Serial versus random model to improve pre-service physics teachers’ concept mastery. International Journal of Emerging Technologies in Learning (IJET), 15(9), 39-59. https://doi.org/10.3991/ijet.v15i09.11779.
Saprudin, S., Liliasari, L., Setiawan, A., & Prihatmanto, A. S. (2019). The effectiveness of using digital game towards students’ academic achievement in small and large classes: A comparative research. International Journal of Learning, Teaching and Educational Research, 18(12), 196-210. https://doi.org/10.26803/ijlter.18.12.12.
Saprudin, S., Januarsih, M. S., Rahman, N. A., & Rizal, R. (2023). Digital game to support the effectiveness of using interactive e-module on vibration and waves concept (IeMVWC). Techno: Jurnal Penelitian, 12(1), 46-55. https://doi.org/10.33387/tjp.v12i1.6464.
Savira, A., & Gunawan, R. (2022). Pengaruh media aplikasi wordwall dalam meningkatkan hasil belajar mata pelajaran IPA di Sekolah Dasar. Edukatif: Jurnal Ilmu Pendidikan, 4(4), 5453-5460. https://doi.org/10.31004/edukatif.v4i4.3332.
Sun, L., Kangas, M., Ruokamo, H., & Siklander, S. (2023). A systematic literature review of teacher scaffolding in game-based learning in primary education. Educational Research Review, 40, 100546. https://doi.org/10.1016/j.edurev.2023.100546.
Sung, H. Y., & Hwang, G. J. (2013). A collaborative game-based learning approach to improving students' learning performance in science courses. Computers & education, 63, 43-51. https://doi.org/10.1016/j.compedu.2012.11.019.
Suswanto, A. (2020). Kemampuan kemampuan mengelola program belajar mengajar. Murabbi: Jurnal Suswanto, A. (2020). Kemampuan kemampuan mengelola program belajar mengajar (suatu konsep teoritis dalam pembentukan guru profesional). Murabbi, 3(1), 69-88. https://ejournal.stitalhikmahtt.ac.id/index.php/murabbi/article/view/63.
Sutriati, A., Pranoto, H., Cahyono, H., & Aryani, R. (2023). Penerapan model pembelajaran teams games tournament (tgt) berbasis game edukasi online untuk meningkatkan minat belajar sejarah. SwarnaDwipa, 7(2), 52-61. http://dx.doi.org/10.24127/sd.v7i2.2841.
Tsai, C. Y., Lin, H. S., & Liu, S. C. (2020). The effect of pedagogical GAME model on students' PISA scientific competencies. Journal of Computer Assisted Learning, 36(3), 359-369. https://doi.org/10.1111/jcal.12406.
Turnip, S. P., Sihombing, L. N., & Sijabat, D. (2023). Pengaruh model pembelajaran teams games tournament (TGT) terhadap hasil belajar siswa pada subtema 3 pengaruh kalor terhadap kehidupan kelas V SD Negeri Percontohan Pematang Siantar. Journal on Education, 6(1), 2879-2890. https://doi.org/10.31004/joe.v6i1.3331.
Wati, S. R., Kusumawardani, R., & Majid, A. (2018). Perbedaan hasil belajar siswa SMK antara model pembelajaran kooperatif tipe group investigation dengan model pembelajaran problem based learning pada pokok bahasan larutan elektrolit dan nonelektrolit. Bivalen: Chemical Studies Journal, 1(1), 16-20. https://doi.org/10.30872/bcsj.v1i1.275.
Windari, M. R., Prihatin, J., & Fikri, K. (2023). The effectiveness of digital textbooks on brain-based learning assisted by animated videos and maze chase-wordwall on science literacy skills and student learning outcomes. Biosfer: Jurnal Tadris Biologi, 14(1), 79-88. https://dx.doi.org/10.24042/biosfer.v14i1.16891
Wijaya, I. K., Paramata, D. D., & Setiawan, D. G. E. (2023). Pengaruh model pembelajaran kooperatif tipe teams games tournament terhadap hasil belajar fisika pada materi gelombang bunyi di SMAN 1 Bongomeme. Jurnal Jendela Pendidikan, 3(01), 16-22. https://doi.org/10.57008/jjp.v3i01.393
DOI: https://doi.org/10.33387/tjp.v13i2.9749
Refbacks
- There are currently no refbacks.
Copyright (c) 2024 Fitri Liliyani Umacina, Fatma Hamid, Saprudin Saprudin, Nurdin Abdul Rahman, Aji Saputra

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
TECHNO: Jurnal Penelitian
Published by: LPPM Universitas Khairun
Addres : Jalan Yusuf Abdurrahman Kampus II Unkhair, Kelurahan Gambesi, 97722 Kecamatan Kota Ternate Selatan, Provinsi Maluku Utara, Email: techno@unkhair.ac.id | URL: http://ejournal.unkhair.ac.id/index.php/Techno
Techno Jurnal Penelitian is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.