Gamifikasi dalam Pendidikan STEM: Transformasi Pembelajaran dan Pemberdayaan Siswa menuju Industri 5.0

  • christy mahendra Sekolah Tinggi Ilmu Komputer Yos Sudarso
  • Romanus Edy Prabowo Universitas Jenderal Soedirman
  • David Kritian Paath Sekolah Tinggi Ilmu Komputer Yos Sudarso
  • Wilson Nasumi Mili Universitas Kristen Duta Wacana
  • Bergitta Dwi Annawati Universitas Katolik Widya Mandala Surabaya


Industry 4.0 requires students to think critically and innovatively through the use of technology. In the scope of school, the implementation of gamifikasi method into learning models on STEM is a meaningful and contextual approach applied in distance learning. In this study, the Gamifikasi method was applied into Science, Technology, Engineering, and Mathematics (STEM)-based Physics subjects which were tested on 74 students using the System Usability Scale (SUS) method. As a result, it is evident that the gamifikasi method performed positive impact in changing the way of students’ learning before using the gamifikasi system compared to after using the gamifikasi system. This study reveals that implementing a gamifikasi method in STEM activity-based learning significantly improves students’ outcome. At the junior secondary level, learning scores increased by 64%, and at the senior secondary level, they increased by 76%. The gamifikasi method assessment using the SUS method resulted in a positive score of 70.3, indicating good effectiveness. This study shows that gamifikasi is an effective and attractive method for distance learning.


Teori dan Inovasi Pembelajaran Fisika
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