PENERAPAN MODEL GAMIFIKASI PADA SISTEM PEMBELAJARAN DARING (SPADA) UPI DALAM UPAYA MENINGKATKAN MOTIVASI BELAJAR MAHASISWA

Rangga Gelar Guntara

Abstract


Motivasi merupakan syarat mutlak dalam belajar; seorang peserta didik yang belajar tanpa motivasi (atau kurang motivasi) tidak akan berhasil dengan maksimal. Situasi dan kondisi pandemi COVID-19 saat ini, membuat proses pembelajaran harus dilakukan di rumah secara jarak jauh. Hal ini tentu akan menurunkan semangat dan motivasi belajar. Permasalahan yang sama terjadi pada para mahasiswa UPI. Sebagai sampel untuk penelitian ini, telah dilakukan survey berupa penyebaran kuesioner kepada para mahasiswa Program Studi Bisnis Digital UPI di Kampus Daerah Tasikmalaya. Hasil kuesioner yang diberikan kepada 50 responden, 45 responden menyatakan setuju apabila semangat belajar menjadi menurun selama pembelajaran online saat ini. UPI melalui platform digital Sistem Pembelajaran Daring (SPADA) berupaya untuk menciptakan lingkungan belajar yang menyenagkan sehingga mahasiswa tetap memiliki motivasi untuk belajar. Dengan adanya model Gamifikasi pada proses pembelajaran, diharapkan dapat meningkatkan motivasi belajar mahasiswa. Memanfaatkan ketertarikan pada game atau permainan yang tidak mengenal usia dan berbagai keunggulan game, maka penerapan unsur game dalam bentuk gamifikasi pada Sistem Pembelajaran Dalam Jaringan (SPADA) UPI merupakan sebuah upaya yang berhasil dalam meningkatkan motivasi belajar mahasiswa selama pandemi ini.


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DOI: https://doi.org/10.17509/ijdb.v1i2.40038

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