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  <front>
    <journal-meta id="journal-meta-1">
      <journal-id journal-id-type="nlm-ta">Universitas Muhammadiyah Sidoarjo</journal-id>
      <journal-id journal-id-type="publisher-id">Universitas Muhammadiyah Sidoarjo</journal-id>
      <journal-id journal-id-type="journal_submission_guidelines">http://ojs.umsida.ac.id/index.php/rechtsidee/about/submissions#authorGuidelines</journal-id>
      <journal-title-group>
        <journal-title>UMSIDA Article Template 2 (Indonesian)</journal-title>
      </journal-title-group>
      <issn publication-format="print"/>
    </journal-meta>
    <article-meta id="article-meta-1">
      <article-id pub-id-type="publisher-id">1</article-id>
      <article-id pub-id-type="doi">10.21070/jicte.v4i1.924</article-id>
      <article-categories>
        <subj-group>
          <subject>Research Paper</subject>
        </subj-group>
      </article-categories>
      <title-group>
        <article-title id="at-168cfe362877">
          <bold id="strong-1">Review Psikologis Siswa </bold>
          <bold id="strong-2">Ditinjau dari Teknologi Gamification</bold>
          <bold id="strong-3"> </bold>
        </article-title>
        <trans-title-group>
          <trans-title> Student Psychological Review in terms of Gamification Technology</trans-title>
        </trans-title-group>
        <alt-title alt-title-type="right-running-head">Review Psikologis Siswa</alt-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author" corresp="yes">
          <name id="n-1207083b7572">
            <surname>Setiawan</surname>
            <given-names>Yusup</given-names>
          </name>
          <email>yusupsetiawan1907@gmail.com</email>
          <xref id="x-2e3ed51ffddf" rid="a-fcded6546eb9" ref-type="aff">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <name id="n-6309a2a45201">
            <surname>Malik</surname>
            <given-names>Adam</given-names>
          </name>
          <xref id="x-28280bef4efe" rid="a-fcded6546eb9" ref-type="aff">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <name id="n-791cf4459323">
            <surname>Denya Agustina</surname>
            <given-names>Rena</given-names>
          </name>
          <xref id="x-5db80e9ae937" rid="a-fcded6546eb9" ref-type="aff">1</xref>
        </contrib>
        <aff id="a-fcded6546eb9">
          <institution>Universitas Islam Negeri Sunan Gunung Djati Bandung, Pendidikan Fisika, Fakultas Tarbiyah dan Keguruan</institution>
        </aff>
      </contrib-group>
      <volume>4</volume>
      <fpage>20</fpage>
      <permissions>
        <copyright-year>2020</copyright-year>
      </permissions>
      <abstract id="abstract-1d22078e36ae">
        <title id="abstract-title-4847eeb7f381">Abstract</title>
        <p id="paragraph-730cb909802b"> <italic id="emphasis-1">Technological developments lately have led to an increasing trend of ICT users in the learning process, one of which is gamification. Gamification is a method used to apply game elements to a non-game context. Gamification in education as a means of learning and fun. The use of gamification can also increase students' extrinsic motivation towards learning, but gamification can also increase student motivation. we still lack understanding and systematic understanding of the conceptual foundations, knowledge of how gamification is used. This research will titrate from various applied sciences that support psychological. Overall, the results that show gamification has become an effective goal to increase participation and quality of work.</italic></p>
        <p id="p-e7de1cec346d">
          <italic id="emphasis-2">
            <bold id="s-25a77b33ca0f">Keyword: gamification, psychological, 21st century, ICT</bold>
          </italic>
        </p>
      </abstract>
      <abstract id="abstract-98a7a7aa86ee">
        <title id="abstract-title-94b967d9c2c7">Abstrak</title>
        <p id="paragraph-c21a422657a7"> <italic id="e-a4423bdc8505">Perkembangan teknologi akhir-akhir ini menyebabkan tren peningkatan pengguna TIK dalam proses pembelajaran, salah satunya adalah gamifikasi. Gamifikasi adalah metode yang digunakan untuk menerapkan elemen-elemen game ke dalam konteks non-game. Gamifikasi dalam pendidikan sebagai persimpangan belajar dan menyenangkan. Penggunaan gamifikasi juga dapat meningkatkan motivasi ekstrinsik siswa terhadap pembelajaran, akan tetapi gamifikasi juga dapat mempengaruhi psikologis siswa. kita masih kekurangan pemahaman yang komprehensif dan sistematis tentang dasar-dasar konseptual, pengetahuan tentang bagaimana gamifikasi digunakan. Penelitian ini akan meliterasi dari berbagai ilmu terapan yang berpengaruh terhadap psikologis. Secara keseluruhan, hasil menunjukkan bahwa gamifikasi telah menjadi pendekatan yang efektif untuk meningkatkan partisipasi dan kualitas pekerjaan</italic><bold id="s-8c8905cd9211"> </bold></p>
        <p id="p-9670d278bdac">
          <italic id="e-4aac954ca9b2">
            <bold id="s-d3278d1d76bd">Kata kunci: </bold>
          </italic>
          <italic id="emphasis-3">
            <bold id="s-3c5dfc534fd8">gamification</bold>
          </italic>
          <italic id="emphasis-4">
            <bold id="strong-4">, </bold>
          </italic>
          <italic id="emphasis-5">
            <bold id="strong-5">psikologis</bold>
          </italic>
          <italic id="emphasis-6">
            <bold id="strong-6">, </bold>
          </italic>
          <italic id="emphasis-7">
            <bold id="strong-7">pendidikan</bold>
          </italic>
          <italic id="emphasis-8">
            <bold id="strong-8">, </bold>
          </italic>
          <italic id="emphasis-9">
            <bold id="strong-9">abad 21</bold>
          </italic>
          <italic id="emphasis-10">
            <bold id="strong-10">, </bold>
          </italic>
          <italic id="emphasis-11">
            <bold id="strong-11">TIK</bold>
          </italic>
        </p>
        <p id="p-57dcdcc85bfe"/>
        <p id="clipboard_property"/>
      </abstract>
      <kwd-group id="kwd-group-1">
        <title>Keywords</title>
        <kwd>gamification</kwd>
        <kwd>psychological</kwd>
        <kwd>21st century</kwd>
        <kwd>ICT</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec xml:lang="id-Latn">
      <title id="t-dca5a8497bdf">Pendahuluan</title>
      <p id="p-e72c0ef9d9b2" xml:lang="id-Latn">Abad 21 menekankan pembelajaran untuk mampu mengaplikasikan teori kedalam dunia nyata, mampu berpikir kirtis, kreatif, kolaboratif, komunikatif serta mampu menguasai teknologi infomasi dan komunikasi<xref id="x-8291affbbb4b" rid="R87936420271287" ref-type="bibr">1</xref> . Ilmu Pengetahuan dan Teknologi (IPTEK) membawa perubahan pada paradigma pembelajaran abad 21 yang ditandai dengan perubahan kurikulum, media, dan teknologi <xref id="x-6d6a07eefcb7" rid="R87936420271288" ref-type="bibr">2</xref> . Dunia pendidikan telah berevolusi dengan mengadopsi teknologi sebagai solusi pembelajaran <xref id="x-2bd19debf421" rid="R87936420271291" ref-type="bibr">3</xref> . Menerapkan penggunaan TIK dalam sebuah pelajaran dapat meningkatkan praktik pedagogis seorang guru serta memberi manfaat yang lebih efisien dalam pengelolaan waktu dan manajemen kelas <xref id="x-493cc70ee4b3" rid="R87936420271295" ref-type="bibr">4</xref> . Proses pembelajaran saat ini mengarah kepada pembelajaran generasi terkini yaitu <italic id="e-c37bc36fb89f"> mobile learning</italic>. <italic id="e-f0e42455528f">Digital Marketing Emerketer (DME)</italic> pada tahun 2018 memprediksikan lebih dari 103 juta orang di Indonesia merupakan pengguna aktif <italic id="e-82cd41711871">smartphone<xref id="x-5c1329948a01" rid="R87936420271297" ref-type="bibr">5</xref> </italic>. Hal ini mengindikasikan bahwa pengguna <italic id="e-8a9f878a2cc9">smartphone</italic> ditingkat SMP sampai SMA merupakan segmen yang cukup besar<xref id="x-f95eb102e921" rid="R87936420271298" ref-type="bibr">6</xref> . </p>
      <p id="p-9e8fb9b72e39" xml:lang="id-Latn">Era modern ini keduanya belajar secara berbeda <xref id="x-ff42756884d1" rid="R87936420271299" ref-type="bibr">7</xref>  dan lebih suka mempelajari informasi itu berguna, menyenangkan dan relevan. Syarat untuk mengetahui bagaimana generasi ini bisa belajar lebih baik dan apa yang mereka miliki gaya belajar yang disukai adalah <xref id="x-98da398212c1" rid="R87936420271300" ref-type="bibr">8</xref>  telah muncul sebagai masalah pendidikan baru. Pendidikan industri menghadapi tantangan baru dan harus dirancang ulang berdasarkan kebutuhan, preferensi dan orientasi digital untuk mempersiapkan tantangan di abad ke-21. Pendekatan yang dirancang dengan kegiatan instruksional berdasarkan kebutuhan siswa dalam meningkatkan kesuksesan di bidang pendidikan yang memperkenalkan perlunya metode baru. <xref id="x-14257eb17def" rid="R87936420271301" ref-type="bibr">9</xref> melaporkan bahwa konsep gamification pertama kali diperkenalkan oleh Nick Pelling pada tahun 2002. Gamifikasi telah semakin menarik perhatian akademisi dan praktisi sejak tahun 2010 <xref id="x-58eca1da2521" rid="R87936420271302" ref-type="bibr">10</xref> .</p>
      <p id="p-b43ff27cb5d7" xml:lang="id-Latn">Selain itu, aplikasi gamification secara inheren bersifat memotivasi, sistem informasi yang berupaya mendukung orang dalam tujuan dan tugas yang terkait dengan penggunaan sistem <xref id="x-4a4217d9d051" rid="R87936420271304" ref-type="bibr">11</xref> . Lebih istilah spesifik, gamification dapat dilihat untuk membuat tujuan lebih SMART<xref id="x-2112ac17ebcc" rid="R87936420271305" ref-type="bibr">12</xref> ; yaitu, lebih spesifik, dapat diukur, Dicapai, realistis dan terikat waktu <xref id="x-c56a019cdf3a" rid="R87936420271307" ref-type="bibr">13</xref> . </p>
      <p id="p-da7d5e2d3949" xml:lang="id-Latn">Gamifikasi digunakan untuk menggambarkan jenis koneksi antara game dan apa pun yang bukan game. Gamifikasi adalah metode yang digunakan untuk menerapkan elemen game ke non-game konteks <xref id="x-6ebedf944025" rid="R87936420271308" ref-type="bibr">14</xref> . Tujuan gamification bukan untuk menciptakan dunia baru seperti game, tetapi untuk mentransfer elemen-elemen game ke dunia nyata untuk menangkap indera yang sama tanpa meninggalkan kenyataan <xref id="x-16ec9985738b" rid="R87936420271309" ref-type="bibr">15</xref> . Dalam pendidikan, gamifikasi adalah cara bermain permainan kreatif di kelas tanpa membahayakan sifat ilmiah dari kurikulum <xref id="x-01fe22fb87d0" rid="R87936420271310" ref-type="bibr">16</xref> . Dalam lingkungan pendidikan, gamifikasi mendukung individu untuk memperoleh potensi untuk mengembangkan pemikiran kritis dan multi-tasking, sambil melatih penduduk asli digital abad ke-21 yang sukses. Gamifikasi membuat pembelajaran lebih menghibur, meningkatkan motivasi siswa untuk belajar dan belajar <xref id="x-63b45fc9fe2b" rid="R87936420271313" ref-type="bibr">17</xref> . Selanjutnya, gamification menyediakan data tentang pembelajaran siswa dengan memungkinkan informasi yang lebih efisien, akurat, dan tepat waktu untuk guru, orang tua, administrator, dan public pembuat kebijakan <xref id="x-11a1d80ba264" rid="R87936420271314" ref-type="bibr">18</xref> . Gamifikasi mengacu pada pendekatan desain untuk meningkatkan layanan dan sistem dengan biaya untuk pengalaman yang mirip dengan yang dibuat oleh permainan <xref id="x-0a7f0b664079" rid="R87936420271308" ref-type="bibr">14</xref> .  </p>
      <p id="p-fd8067efad72" xml:lang="id-Latn">Sebuah ulasan tentang studi empiris tentang gamifikasi <xref id="x-29a2dee6e39d" rid="R87936420271315" ref-type="bibr">19</xref>  menunjukkan bahwa sebagian besar studi gamifikasi melaporkan efek positif dari implementasi gamifikasi. Namun disana masih ada celah yang cukup besar dalam pengetahuan kita tentang efektivitas gamification <xref id="x-b73b5bdd9c8a" rid="R87936420271316" ref-type="bibr">20</xref> , bagaimana caranya hasil yang berkaitan dengan gamifikasi berbeda di seluruh domain, yang strategi gamification telah digunakan di lingkungan mana dan ke arah mana tujuan. Konseptualisasi abstrak gamifikasi dapat dilihat pada <xref id="x-36a3fe732d88" rid="f-7cbff35bf342" ref-type="fig">Figure 1</xref> </p>
      <fig id="f-7cbff35bf342" orientation="portrait" fig-type="graphic" position="anchor">
        <label>Figure 1 </label>
        <caption id="c-1dfae543de45">
          <title id="t-60504857c264">Konseptualisasi abstrak gamifikasi <xref id="x-ddec71888671" rid="R87936420271317" ref-type="bibr">21</xref> </title>
        </caption>
        <graphic id="g-60814c0f1df2" xlink:href="https://typeset-prod-media-server.s3.amazonaws.com/article_uploads/f6f534da-059d-4bcb-9b3a-7a975bc61033/image/050639c5-4e01-485d-8b12-2d34247efa2d-uy1.png"/>
      </fig>
      <p id="p-5fa9745b66fc" xml:lang="id-Latn">Gamifikasi sejauh ini telah diteliti di berbagai bidang, seperti kesehatan <xref id="x-a28a286b0edc" rid="R87936420271318" ref-type="bibr">22</xref> , latihan <xref id="x-75900fc94d76" rid="R87936420271317" ref-type="bibr">21</xref> , pendidikan <xref id="x-57fc174e55c8" rid="R87936420271319" ref-type="bibr">23</xref> , perdagangan (Hamari, 2013), intra-komunikasi dan kegiatan organisasi <xref id="x-c81e4d183248" rid="R87936420271320" ref-type="bibr">24</xref> , layanan pemerintah <xref id="x-ad059421086a" rid="R87936420271321" ref-type="bibr">25</xref> , keterlibatan publik <xref id="x-e98eb6aec644" rid="R87936420271322" ref-type="bibr">26</xref> , perilaku lingkungan <xref id="x-1340e3ee12a0" rid="R87936420271323" ref-type="bibr">27</xref> , dan pemasaran dan periklanan <xref id="x-543178035f06" rid="R87936420271324" ref-type="bibr">28</xref> . </p>
    </sec>
    <sec xml:lang="id-Latn">
      <title id="t-c368c03a5312"> Metode Penelitian</title>
      <p id="t-2582c07c794d" xml:lang="id-Latn">Penelitian ini menggunakan metode literatur, dimana diidentifikasikan dengan menjelajahi pencarian google. Kata kunci yang digunakan adalah 'gamifikasi', 'Penilaian' dan 'pendidikan'. Hasilnya kemudian disaring untuk memastikan bahwa hanya artikel yang kami rasa terkait yang dipilih di mana artikel dalam bentuk konsep dan survei tidak diperhitungkan. Hanya artikel dalam bentuk studi atau penelitian yang secara jelas menyatakan bagaimana unsur-unsur gamification diterapkan dalam pengajaran dan kegiatan belajar diperhitungkan. Pada penelitian ini menggunakan tiga kategori untuk memahami artikel tersebut yaitu: data dasar (penulis, tahun publikasi, jurnal/konferensi); analisis isi dan hasil psikologis, dan perlakuan.</p>
    </sec>
    <sec>
      <title id="t-9af93dd3f131">Hasil dan Pembahasan</title>
      <p id="t-e850c8bd6532">Hasil psikologis lain yang sering dipelajari mencerminkan alasan paling umum untuk menerapkan gamification<xref id="x-590f4f6c6b37" rid="R87936420271327" ref-type="bibr">29</xref> . Karena game umumnya dikaitkan dengan pengalaman menyenangkan, penerapan gamification yang dimuat seringkali menciptakan kesenangan bagi pengguna. Kesenangan dan pengalaman "kesenangan" adalah hasil psikologis kedua yang paling sering ditampilkan dalam makalah penelitian empiris. Demikian pula, gamifikasi umumnya dibingkai sebagai metode untuk meningkatkan motivasi terhadap berbagai kegiatan dan tugas. Akibatnya, banyak studi empiris menguji motivasi sebagai hasil psikologis<xref id="x-2c301f504a88" rid="R87936420271304" ref-type="bibr">11</xref> . Jumlah jurnal yang terindeks scopus hasil psikologis penggunaan gamification dapat dilihat pada <xref id="x-e55625b465f3" rid="tw-d0b07d353646" ref-type="table">Table 1</xref> </p>
      <table-wrap id="tw-d0b07d353646" orientation="portrait">
        <label>Table 1</label>
        <caption id="c-74c197e7740b">
          <title id="t-4a343c70a1ec">Jumlah jurnal yang terindeks scopus hasil psikologis penggunaan gamification</title>
        </caption>
        <table id="table-1" rules="rows">
          <colgroup/>
          <tbody id="table-section-1">
            <tr id="table-row-1">
              <td id="table-cell-1" align="left">Hasil Psikologis</td>
              <td id="table-cell-2" align="left">Jumlah Jurnal</td>
            </tr>
            <tr id="table-row-2">
              <td id="table-cell-3" align="left">Motivasi</td>
              <td id="table-cell-4" align="left">15</td>
            </tr>
            <tr id="table-row-3">
              <td id="table-cell-5" align="left">Effek positive kuantitatif</td>
              <td id="table-cell-6" align="left">26</td>
            </tr>
            <tr id="table-row-4">
              <td id="table-cell-7" align="left">Effek positive kualitatif</td>
              <td id="table-cell-8" align="left">13</td>
            </tr>
            <tr id="table-row-5">
              <td id="table-cell-9" align="left">Kesenangan</td>
              <td id="table-cell-10" align="left">13</td>
            </tr>
            <tr id="table-row-6">
              <td id="table-cell-11" align="left">Sikap</td>
              <td id="table-cell-12" align="left">10</td>
            </tr>
            <tr id="table-row-7">
              <td id="table-cell-13" align="left">Keterikatan</td>
              <td id="table-cell-14" align="left">4</td>
            </tr>
          </tbody>
        </table>
      </table-wrap>
      <fig id="f-c49657ca75cb" orientation="portrait" fig-type="graphic" position="anchor">
        <label>Figure 2 </label>
        <caption id="c-4227aeddce47">
          <title id="t-fc8f23b17851">Hasil psikologis dipelajari dalam makalah penelitian empiris <xref id="x-4f6407547611" rid="R87936420271304" ref-type="bibr">11</xref> </title>
        </caption>
        <graphic id="g-51e197950ec3" xlink:href="https://typeset-prod-media-server.s3.amazonaws.com/article_uploads/f6f534da-059d-4bcb-9b3a-7a975bc61033/image/b83797b4-08fe-4a76-81bf-8d35299782bb-uy2.png"/>
      </fig>
      <p id="p-33e697234ecd">Variasi hasil psikologis dalam penelitian empiris sangat luas, seperti disajikan pada <xref id="x-d7f9d8e84698" rid="f-c49657ca75cb" ref-type="fig">Figure 2</xref>  namun, karena penyebaran luas model penelitian, tidak ada akumulasi pengetahuan yang menonjol dari perspektif tertentu. Misalnya, kesenangan atau hasil kegunaan / efektivitas sering diperiksa dengan instrumen khusus yang dikembangkan untuk studi tertentu. Selanjutnya, sementara banyak penelitian telah memeriksa <xref id="x-56251eeec824" rid="R87936420271320" ref-type="bibr">24</xref> . Misalnya, persepsi penggunaan sistem tertentu, hasil ini cenderung spesifik untuk sistem, dan dengan demikian tidak memberikan banyak kemungkinan untuk generalisasi.</p>
      <p id="p-dd8062af0c4b"/>
    </sec>
    <sec>
      <title id="t-b378ff6825f6">Kesimpulan</title>
      <p id="p-8e402d513630" xml:lang="id-Latn">Seiring dengan munculnya fenomena jalinan gamifikasi, gamified telah menarik perhatian ilmiah dan telah menyebabkan peningkatan jumlah publikasi penelitian yang terus meningkat. Dalam ulasan ini, kami berusaha untuk memberikan konseptualisasi yang komprehensif dan tinjauan terstruktur memeriksa hasilnya pada efektivitas gamification dan menyoroti titik awal untuk penelitian masa depan. Kami menemukan beragam implementasi gamification yang berbeda dalam berbagai jenis dalam literatur. Namun, literatur sepakat; gamification berfungsi dengan mayoritas konfigurasi dan dapat secara positif memengaruhi motivasi, partisipasi mereka, dan kualitas keluaran. </p>
      <p id="paragraph-2">  </p>
      <p id="paragraph-3"> </p>
      <p id="paragraph-4"> </p>
      <p id="paragraph-5"> </p>
      <p id="p-2586c93ed877"/>
    </sec>
  </body>
  <back>
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