Analisis Gamifikasi Berbasis HOTS pada Media Kahoot untuk Pembentukan Karakter Pemecahan Masalah
DOI:
https://doi.org/10.62238/chatra.v3i3.280Keywords:
gamifikasi, higher order thinking skills, pembelajaran interaktif, pembentukan karakterAbstract
Penelitian ini bertujuan untuk menganalisis pengaruh gamifikasi berbasis Higher Order Thinking Skills (HOTS) melalui media Kahoot terhadap pembentukan karakter pemecahan masalah siswa di SMPN 26 Kota Pontianak. Metode penelitian menggunakan pendekatan kualitatif deskriptif dengan desain studi kasus, melibatkan teknik pengumpulan data berupa observasi, wawancara, dan dokumentasi hasil belajar siswa yang dianalisis secara tematik. Hasil penelitian menunjukan bahwa indikator analisis dan pemecahan masalah memiliki skor rata-rata tertinggi, menandakan kemampuan siswa dalam menguraikan masalah kompleks dan menerapkan solusi strategis sudah baik. Namun, evaluasi, sintesis, dan kreativitas masih menunjukkan skor yang lebih rendah dengan tingkat variasi yang signifikan antar siswa, sehingga membutuhkan perhatian khusus. Temuan ini mengindikasikan bahwa gamifikasi efektif dalam meningkatkan kemampuan kognitif dan karakter siswa, tetapi strategi pembelajaran yang lebih menstimulasi kreativitas dan refleksi kritis perlu dikembangkan. Implikasi penelitian ini mendorong guru untuk mengoptimalkan pemanfaatan media gamifikasi dengan pendekatan pedagogis yang interaktif, serta sekolah dalam menyediakan fasilitas dan pelatihan pendukung. Rekomendasi lanjutan diarahkan pada pengembangan model gamifikasi yang lebih inovatif dan holistik serta pengujian dampak jangka panjang di berbagai konteks pendidikan. Studi ini memberikan kontribusi penting dalam pengembangan pembelajaran abad 21 yang adaptif dan berorientasi pada peningkatan keterampilan berpikir tingkat tinggi.
References
Al-Khayat, M. R., Gargash, M. U., & Atiq, A. F. (2023). The effectiveness of game-based learning in enhancing students’ motivation and cognitive skills. Journal of Education and Teaching Methods ISSN, 2(3), 50–62.
Alromema, N., & Alotaibi, F. (2018). A 1NF data model for representing Time-Varying Data in Relational Framework. International Journal of Advanced Computer Science and Applications, 9(2), 173–181. https://doi.org/10.14569/IJACSA.2018.090225
Brookhart, S. M. (2017). How to give effective feedback to your students.
Brookhart, S. M. (2022). How to Give Effective Feedback. In The Strength-Based Clinical Supervision Workbook. https://doi.org/10.4324/9781003006558-13
Bulut, D., Samur, Y., & Cömert, Z. (2022). The effect of educational game design process on students’ creativity. Smart Learning Environments, 9(1). https://doi.org/10.1186/s40561-022-00188-9
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2019). From game design elements to gamefulness: Defining “gamification.” Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek 2011, September, 9–15. https://doi.org/10.1145/2181037.2181040
Domínguez, A., Saenz-De-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J. (2020). Gamifying learning experiences: Practical implications and outcomes. Computers and Education, 63, 380–392. https://doi.org/10.1016/j.compedu.2012.12.020
Fitriani, R., & Prodjosantoso, A. (2024). The Role of Technology in the Development of Critical Thinking: Systematic Literature Review. Jurnal Penelitian Pendidikan IPA, 10(11), 778–783. https://doi.org/10.29303/jppipa.v10i11.7855
Gage, N. L., Ing, E. A. R., & David, A. A. N. O. (2021). A Taxonomy for Learning, Teaching, and Assesing.
Garcia, A. R., Filipe, S. B., Fernandes, C., Estevão, C., & Ramos, G. (2016). Designing Qualitative Research.
Gillies, R. M. (2016). Cooperative learning: Review of research and practice. Australian Journal of Teacher Education, 41(3), 39–54. https://doi.org/10.14221/ajte.2016v41n3.3
Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170–179. https://doi.org/10.1016/j.chb.2015.07.045
Kabir, A. (2024). Thematic Analysis: A Practical Guide. Pasaa Paritat Journal, 39(September), 142–145. https://doi.org/10.58837/chula.ppj.39.8
Lai, E. R. (2018). Critical Thinking : A Literature Review. Critical Thinking, June, 1–49.
Marzano, R. J., & Kendall, J. S. (2018). Designing & Assessing Educational Objectives.
Nursetyo, K. I., Ariani, D., Wibawa, B., & Siregar, E. (2024). Game Based Learning-Enabled 21st Century Skills: A Bibliometric Analysis (Issue Icliqe 2023). Atlantis Press SARL. https://doi.org/10.2991/978-2-38476-301-6_8
Pachuau, Lalduhsanga, Laldinchhana, Probin Kumar Roy, James H. Zonthaluanga, Supratim Ray, S. Das. (2020). Metadata of the chapter that will be visualized in Online. Springer Nature Singapor, September, 1–28. https://doi.org/10.1007/978-3-031-08939-8
Rajendran, M., Ray, M., Ilangovan, A., Xavier, Y. C. S., & Parthasarathy, G. (2025). Game-based learning and its impact on students’ motivation and academic performance. Multidisciplinary Reviews, 8(3). https://doi.org/10.31893/multirev.2025074
Saavedra, A. R., & Opfer, V. D. (2017). Learning 21stCentury Ckill 21st Century Teaching. Phi Delta Kappa Internasional, 52(8), 482.
Triantafyllou, S. A., Sapounidis, T., & Farhaoui, Y. (2024). Gamification and Computational Thinking in Education: A systematic literature review. Salud, Ciencia y Tecnologia - Serie de Conferencias, 3(March). https://doi.org/10.56294/sctconf2024659
Wilson, L. O. (2016). Blooms Taxonomy Revised - Understanding the New Version of Bloom’s Taxonomy. A Taxonomy for Learning, Teaching, and Assessing: A Revision of Bloom’s Taxonomy of Educational Objectives, 1(1), 1–8.
Yu, H. (2024). Enhancing creative cognition through project-based learning: An in-depth scholarly exploration. Heliyon, 10(6), e27706. https://doi.org/10.1016/j.heliyon.2024.e27706
Zhang, Z. S., Seemann, M., Joos, R., Suren, M., Fischer, H., & Hofmann, M. (2025). Fostering Creativity Through Game-Based Approaches: A Scoping Review. Journal of Creative Behavior, 59(1). https://doi.org/10.1002/jocb.1536
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Mustika, Najla Salsabila, M Zainul Hafizi (Author)

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.








