Penerapan Teknologi Berbasis Gamifikasi untuk Meningkatkan Kosakata Bahasa Jerman bagi Siswa MAN 1 Makassar

  • Misnawaty Usman Universitas Negeri Makassar, Indonesia
  • Nurming Saleh Universitas Negeri Makassar, Indonesia
  • Nursalam Nursalam Universitas Negeri Makassar, Indonesia
  • Himala Praptami Adys Universitas Negeri Makassar, Indonesia
  • Himaya Praptani Adys Universitas Negeri Medan, Indonesia
Keywords: Pembelajaran Bahasa Jerman, Gamifikasi, , Kosakata, Teknologi Pendidikan, Motivasi Belajar

Abstract

Pembelajaran bahasa Jerman di MAN 1 Kota Makassar menghadapi tantangan rendahnya motivasi siswa, keterbatasan media pembelajaran interaktif, dan kesenjangan pemanfaatan teknologi dalam pengajaran. Program pengabdian ini bertujuan meningkatkan penguasaan kosakata bahasa Jerman melalui implementasi pembelajaran berbasis gamifikasi menggunakan aplikasi Duolingo, Kahoot, dan Quizizz. Kegiatan dilaksanakan pada 13 September 2025 dengan metode pelatihan partisipatif selama enam jam, diikuti pendampingan delapan minggu. Evaluasi menggunakan pretest-posttest dan kuesioner respons siswa. Program diikuti 25 siswa kelas XII yang memiliki akses memadai terhadap perangkat digital. Hasil menunjukkan peningkatan rata-rata penguasaan kosakata sebesar 26,3 persen. Tingkat kepuasan siswa sangat tinggi dengan 84 persen memberikan respons positif, 88 persen menyatakan metode gamifikasi membantu meningkatkan kemampuan mengingat kosakata, dan 76 persen mempertahankan konsistensi penggunaan aplikasi. Tingkat ketepatan jawaban meningkat bertahap dari 58 persen menjadi 79 persen. Manfaat yang diperoleh mencakup peningkatan motivasi intrinsik, pengembangan kebiasaan belajar mandiri, dan peningkatan literasi digital siswa. Program ini membuktikan bahwa pembelajaran berbasis gamifikasi merupakan pendekatan inovatif yang efektif untuk meningkatkan kompetensi linguistik dan motivasi belajar siswa generasi digital, serta dapat menjadi model pembelajaran yang diadopsi institusi pendidikan lain.

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Published
2025-12-09
How to Cite
Usman, M., Saleh, N., Nursalam, N., Adys, H. P., & Adys, H. P. (2025). Penerapan Teknologi Berbasis Gamifikasi untuk Meningkatkan Kosakata Bahasa Jerman bagi Siswa MAN 1 Makassar. Jurnal Abdimas Indonesia, 5(4), 3198-3213. https://doi.org/10.34697/jai.v5i4.2496
Section
Articles