Analisis Peran Guru dalam Pembelajaran Aktif Berbasis Gamifikasi pada Mata Pelajaran IPAS di Kelas X SMKN 1 Waringinkurung

  • Alysa Salsabila Ramadhan Universitas Sultan Ageng Tirtayasa, Serang, Banten,  Indonesia
  • Noni Rizawati Universitas Sultan Ageng Tirtayasa, Serang, Banten,  Indonesia
  • Dini Fitriyani Universitas Sultan Ageng Tirtayasa, Serang, Banten,  Indonesia
  • Dini Isnaeni Efendi Universitas Sultan Ageng Tirtayasa, Serang, Banten,  Indonesia
  • Syarifah Tusa’diyah Universitas Sultan Ageng Tirtayasa, Serang, Banten,  Indonesia
  • Siti Khosiah Universitas Sultan Ageng Tirtayasa, Serang, Banten,  Indonesia

Abstract

Gamification-based active learning is a learning approach that emphasizes students’ direct involvement through meaningful activities and the integration of game elements into the learning process. This approach is relevant to be applied in the IPAS subject at vocational high schools (SMK) because it is able to create contextual learning and increase students’ learning motivation. This study aims to analyze the role of teachers in designing, implementing, and evaluating gamification-based active learning in the IPAS subject for Grade X students at SMKN 1 Waringinkurung, as well as to identify the supporting and inhibiting factors in its implementation. This research employs a qualitative research design, using observation, interviews, and documentation as data collection techniques. Data analysis was conducted through source and technique triangulation to obtain valid and comprehensive data. The results show that teachers play a crucial role in creating gamification- based active learning by designing activities that align with students’ characteristics, managing interactive classroom environments, and utilizing digital media such as interactive quizzes and educational games. The provision of constructive feedback also encourages student activeness, self- confidence, and learning motivation. Overall, the consistent role of teachers contributes positively to the improvement of students’ learning motivation.

Keywords: active learning, gamification, teacher’s role, learning motivation, qualitative research

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Published
2026-09-18
How to Cite:
Ramadhan, A. S., Rizawati, N., Fitriyani, D., Efendi, D. I., Tusa’diyah, S., & Khosiah, S. (2026). Analisis Peran Guru dalam Pembelajaran Aktif Berbasis Gamifikasi pada Mata Pelajaran IPAS di Kelas X SMKN 1 Waringinkurung. Ideguru: Jurnal Karya Ilmiah Guru, 11(1). https://doi.org/10.51169/ideguru.v11i1.2268
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