Gamifikasi dalam Desain Pembelajaran BIPA: Analisis Literatur terhadap Integrasi Empat Keterampilan Berbahasa
DOI:
https://doi.org/10.57235/arrumman.v3i1.8156Keywords:
Gamifikasi, BIPA, Keterampilan Berbahasa, Desain Pembelajaran, Pembelajaran DigitalAbstract
Penelitian ini mengkaji integrasi gamifikasi dalam desain pembelajaran Bahasa Indonesia bagi Penutur Asing (BIPA), khususnya dalam kaitannya dengan pengembangan empat keterampilan berbahasa: menyimak, berbicara, membaca, dan menulis. Dengan menggunakan metode studi literatur sistematis, penelitian ini menganalisis berbagai kajian yang telah dipublikasikan dalam jurnal ilmiah bereputasi selama satu dekade terakhir. Temuan menunjukkan bahwa elemen gamifikasi seperti poin, level, lencana, papan peringkat, dan umpan balik instan terbukti efektif dalam meningkatkan motivasi, keterlibatan, serta hasil belajar bahasa pada penutur asing. Gamifikasi mendukung pengembangan keterampilan berbahasa secara terintegrasi melalui kuis interaktif (menyimak dan membaca), aktivitas berbasis misi (berbicara dan menulis), serta platform digital seperti Duolingo, Quizizz, dan Kahoot!. Penelitian ini juga mengungkapkan bahwa efektivitas gamifikasi sangat ditentukan oleh desain pedagogis yang mendasarinya, bukan semata-mata pada penggunaan teknologinya. Hasil kajian ini memberikan kontribusi konseptual bagi perancangan pembelajaran BIPA yang pedagogis, integratif, dan adaptif terhadap kebutuhan pelajar asing.
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Copyright (c) 2026 Claudia Ratna Ningsih, Samuel Simamora, Yasinta Theresya Claudia Malau, Safinatul Hasanah Harahap

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