THE EFFECT OF FLIPPED CLASSROOM WITH GAMIFICATION ON STUDENTS’ LEARNING ACTIVENESS

Selma Fadia Ahmad, Reza Alim Akbar, Citra Kurniawan, Fikri Aulia

Abstract


This research discusses the effect of the flipped classroom with gamification on students' learning activeness. This research aims to determine the differences in the level of students’ learning activeness when the flipped classroom with gamification is implemented. This type of research is Quantitative research using a Quasi-Experimental Design. This research used the Independent Sample T-Test to analyze data. From the results, it can be seen that there is a significant difference from the research data, which shows that the class that implemented flipped classroom with gamification has a higher level of students’ learning activeness compared to the class that didn’t use gamification in the implementation of the flipped classroom. From these results, it can be concluded that there is a significant difference in the level of students’ learning activeness from the implementation of the flipped classroom with gamification to students’ learning activeness

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