PENINGKATAN MOTIVASI AKADEMIK SISWA MELALUI BIMBINGAN KLASIKAL BERBASIS PERMAINAN
Abstract
Penelitian ini bertujuan untuk meningkatkan motivasi akademik siswa melalui penerapan bimbingan klasikal berbasis permainan "Kartu Kejutan Masa Depan" dan "Jembatan Impian". Metode penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK) model Kemmis dan McTaggart, yang dilaksanakan dalam dua siklus. Subjek penelitian berjumlah 45 siswa dengan kecenderungan motivasi belajar rendah, yang dipilih melalui teknik purposive sampling. Data dikumpulkan melalui kuesioner motivasi belajar dan lembar observasi keterlibatan siswa. Hasil penelitian menunjukkan adanya peningkatan skor motivasi belajar dari rata-rata 63,89 pada Siklus I menjadi 68,69 pada Siklus II. Setiap tindakan berhasil meningkatkan keterlibatan dan kesadaran diri siswa dalam proses belajar. Pendekatan gamifikasi berbasis Self-Determination Theory (SDT) ini efektif memenuhi kebutuhan psikologis siswa terhadap otonomi, kompetensi, dan keterhubungan, sehingga meningkatkan motivasi intrinsik. Penelitian ini merekomendasikan penggunaan pendekatan gamifikasi dalam layanan bimbingan klasikal untuk meningkatkan motivasi akademik siswa.
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DOI: http://dx.doi.org/10.30659/jp-sa.5.2.170-180
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