Upaya peningkatan kualitas pembelajaran matematika melalui flipped classroom dan gamifikasi: suatu kajian pustaka
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Abstract
Banyak tantangan yang dihadapi oleh guru maupun siswa dalam pembelajaran matematika saat ini. Beberapa alternatif penyelesaian terhadap tantangan-tantangan tersebut dapat ditemukan di dalam literatur, salah satunya adalah dengan penerapan flipped classroom. Dalam flipped classroom, kegiatan pembelajaran yang biasanya dilakukan di dalam kelas dilaksanakan di luar kelas. Dengan demikian, kegiatan di dalam kelas dapat difokuskan kepada aktivitas-aktivitas yang bisa menstimulus siswa untuk berpikir pada tingkatan yang lebih tinggi. Meskipun tampak menjanjikan, pembelajaran seperti ini tidak selalu berdampak positif terhadap pembelajaran siswa. Oleh karena itu, flipped classroom ini perlu dirancang sedemikian rupa sehingga memiliki nilai lebih dari segi desain pembelajarannya. Pemberian elemen-elemen desain gim ke dalam pembelajaran ini akan berpotensi menambah kualitas pembelajaran matematika. Oleh karena itu, artikel ini akan mengkaji pustaka terkait penggabungan gamifikasi dan flipped classroom dalam pembelajaran matematika. Secara spesifik, artikel ini akan melakukan kajian terhadap definisi dan desain flipped classroom, beserta dengan tantangan-tantangan implementasinya. Kemudian, konsep gamifikasi juga akan dipaparkan dalam artikel ini. Terakhir, artikel ini akan meninjau penelitian-penelitian yang telah mendesain dan menerapkan flipped classroom dan gamifikasi dalam pembelajaran matematika, serta memberikan beberapa rekomendasi bagi guru, desainer pembelajaran, dan praktisi terkait implementasi kedua strategi pembelajaran tersebut.
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References
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