Implementasi Pendekatan Gamifikasi dalam Konteks Pembelajaran IPS

Authors

  • Muslim Universitas Sebelas Maret, Indonesia Author
  • Qoni'ah Al Munasiroh Universitas Sragen, Indonesia Author

Keywords:

gamifikasi, pembelajaran ips, platform digital, aktivitas siswa, studi pustaka

Abstract

This study aims to theoretically examine the implementation of the gamification approach in Social Studies (IPS) learning. Gamification, which integrates game elements such as points, badges, leaderboards, and challenges, is considered capable of enhancing students’ motivation, participation, and learning outcomes. The research method used is library research, involving the collection and analysis of relevant academic literature. The findings show that gamification in Social Studies learning fosters a more interactive, collaborative, and contextual learning environment. The use of digital platforms such as Kahoot!, Quizizz, and Classcraft effectively supports engaging and adaptive learning experiences. Moreover, student activities designed through gamification have been proven to develop critical thinking, communication, and teamwork skills. However, successful implementation requires well-structured pedagogical planning to avoid focusing solely on entertainment aspects. This study concludes that gamification is a strategic pedagogical approach with the potential to holistically and transformatively revitalize Social Studies education

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References

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Published

2025-04-21

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How to Cite

Implementasi Pendekatan Gamifikasi dalam Konteks Pembelajaran IPS. (2025). Journal of Educational Research and Community Service, 1(2), 118-124. https://journal.nabaedukasi.com/index.php/jercs/article/view/13

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