Upaya Meningkatkan Kemampuan dan Keaktifan Peserta Didik dalam Pembelajaran Puisi melalui Gamifikasi
Abstract
This research was conducted in class X-G of SMA Negeri 2 Malang in the even semester of the 2024/2025 academic year with 32 students as subjects. The aim was to improve active engagement and learning outcomes in poetry learning through gamification-based mystery cards integrated into the Problem-Based Learning (PBL) model. The research activities included three stages: pre-cycle, cycle I, and cycle II. Data collection used written tests to measure mastery of diction and figures of speech, and participatory observation to assess student engagement. The results showed an increase in learning completion from 25% in the pre-cycle to 75% in cycle II, while the average class score rose from 61.25 to 87.5. Observations also revealed that discussions and questions and answers, initially minimal in the pre-cycle, developed into active participation in analyzing and presenting the mystery cards in cycle II. Although this medium was considered practical and engaging, teacher responses indicated the need to adapt the card design for each topic to remain relevant and challenging. These findings confirm that gamification through mystery cards and problem-based learning (PBL) effectively fosters students' enthusiasm for learning and creativity in literature, supports the Independent Curriculum (Curriculum Merdeka), and opens up opportunities for teachers to further develop diverse poetry genre learning media.