Efektivitas Gamifikasi Modul Interaktif terhadap Pemahaman dan Minat Belajar Statistika Mahasiswa Politeknik Pertanian Kupang
Abstract
Statistika Terapan merupakan mata kuliah yang sangat menuntut kemampuan analitis tinggi, akan tetapi mata kuliah ini tetap sering menimbulkan kendala dalam hal pemahaman konsep serta motivasi belajar mahasiswa vokasi. Efektivitas dari modul interaktif berbasis gamifikasi dalam meningkatkan pemahaman konsep dan minat belajar mahasiswa pada mata kuliah tersebut menjadi tujuan kajian ini. Metode yang dipakai itu ialah kuasi-eksperimen dengan sebuah desain one-group pretest-posttest. Terdapat 136 mahasiswa dari Program Studi Penyuluh Pertanian Lahan Kering yang terlibat. Unsur gamifikasi seperti poin, lencana, serta papan peringkat disisipkan ke dalam modul. Juga ada tantangan yang bertingkat beserta umpan balik instan. Sesuai hasil analisis, skor pemahaman meningkat signifikan dari 68,0 menjadi 71,6 (t = 1,977; p < 0,05) serta minat belajar pun meningkat 42,31% (dari skor rata-rata 2,6 menjadi 3,7). Interaksi mahasiswa terhadap fitur gamifikasi menjelaskan sekitar 70% dari variasi skor pemahaman berdasarkan analisis regresi. Gamifikasi terbukti efektif dalam membangun baik keterlibatan kognitif maupun afektif di pembelajaran statistika pada pendidikan vokasi menurut hasil ini.
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