Abstract

This research is motivated by the poor comprehension and creativity of elementary school students in science lessons. This study aimed to determine gamification's effect on improving learning outcomes in concept comprehension and creative thinking skills in students studying science. Achievement motivation is suspected of being involved as a variable that interacts with gamification in improving learning outcomes. The data analysis technique used the Multivariate Analysis test. The research subjects were 73 students in the control class and the experimental class. This research is a quasi-experimental research, with a 2x2 factorial, and pretest-posttest non-equivalent control group design. The experimental class uses mixed gamification, while the control class uses content gamification. The difference between the two lies in the gamification elements used. The study results showed that 1) there was no significant difference in the learning outcomes of conceptual comprehension between groups of students who used mixed gamification and content gamification; 2) there was no significant difference in the learning outcomes of conceptual comprehension between groups of students who have high achievement motivation and low achievement motivation; 3) there was no interaction between gamification (mixed gamification and content gamification) and achievement motivation on learning outcomes comprehension the concept; 4) there was no significant difference in the learning outcomes of creative thinking between groups of students who use mixed gamification and content gamification; 5) there was no significant difference in the learning outcomes of creative thinking between groups of students who have high achievement motivation and low achievement motivation; 6) there was no interaction between gamification (mixed gamification and content gamification) and achievement motivation on learning outcomes to think creatively. Achievement motivation is not the only factor that affects the learning outcomes of concept comprehension and creative thinking. Future research is important to consider the different moderator variables from achievement motivation and other gamification elements.

Highlights

  • Based on Indonesia Central Bureau of Statistics data, the Alpha generation in Indonesia currently numbers 45.93 million people [1] and will continue to grow until 2025

  • The analysis results showed a significant difference in creative thinking skills between groups of students who used mixed gamification and content gamification because the value obtained was 0.000

  • For students who are taught to use mixed gamification and content gamification, motivation www.psychologyandeducation.net is not a factor that directly affects the achievement of concept comprehension and creative thinking

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Summary

INTRODUCTION

Based on Indonesia Central Bureau of Statistics data, the Alpha generation in Indonesia currently numbers 45.93 million people [1] and will continue to grow until 2025. Gamification for learning and education can improve learning achievement [43]–[46], improve higher-order thinking skills [43], student retention of the material being taught [44], and performance tests [45]. No research has been found examining the effect of gamification and achievement motivation on concept comprehension and creative thinking abilities for elementary school students in science learning. There was a significant interaction between gamification and student achievement motivation on learning outcomes concept comprehension. There was a significant difference in students' creative thinking skills who have high and low achievement motivation. There was a significant interaction between gamification and student achievement motivation for creative thinking skills

Research Design and Samples
Data Collection Tools and Analysis
RESULT
Hypothesis Testing 1
Hypothesis Testing 2
Hypothesis Testing 3
Hypothesis Testing 4
Hypothesis Testing 5
Hypothesis Testing 6
CONCLUSIONS
Findings
REFERENCES:

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