Transformasi Evaluasi Pembelajaran Sastra melalui Gamifikasi: Implementasi Aplikasi Blooket pada Materi Hikayat di Kelas X Sekolah Menengah Atas
Main Article Content
Abstract
This study explores the development, validation, feasibility, and effectiveness of an evaluation tool assisted by the Blooket application for teaching fairy tale texts in Grade X of Sekolah Menengah Atas. Conducted at Sekolah Menengah Atas Negeri 13 Medan, the research employed a Research and Development (R&D) approach using the ADDIE model, encompassing the stages of Analysis, Design, Development, Implementation, and Evaluation. The study involved 427 students, with a purposive sampling technique used to select a sample of 35 students. Both qualitative and quantitative data were collected. The developed evaluation tool integrates gamification through the Blooket platform. Validation results from material experts reached 92% and 85% from Validators I and II, respectively, while design expert validations scored 91% and 87%. These results confirm the tool's high feasibility and effectiveness. In trials conducted with Class X-12, teacher satisfaction reached 94%, and student responses—based on questionnaires—were 92%, categorized as “Very Effective.” These findings affirm that the Blooket-assisted evaluation tool significantly enhances student engagement and comprehension. In conclusion, the developed tool is highly effective and suitable for implementing evaluation in literature learning, particularly in teaching narrative texts like fairy tales.
Downloads
Article Details

This work is licensed under a Creative Commons Attribution 4.0 International License.
References
Arikunto, S. (2013). Dasar-dasar evaluasi pendidikan (ed. revisi). Jakarta: Bumi Aksara.
Darmadi, H. (2017). Pengembangan model dan metode pembelajaran dalam dinamika belajar siswa. Deepublish.
Lubis, H. A. (2021). Inovasi media evaluasi berbasis teknologi dalam pembelajaran Bahasa Indonesia. Jurnal Pendidikan Bahasa dan Sastra Indonesia, 10(1), 34–45. https://doi.org/10.23887/jjpbs.v10i1.37611
Majid, A. (2011). Perencanaan pembelajaran: Mengembangkan standar kompetensi guru. Remaja Rosdakarya.
Mulyasa, E. (2017). Menjadi guru profesional menciptakan pembelajaran kreatif dan menyenangkan. Remaja Rosdakarya.
Nurfadhilah, A., & Herawati, R. (2022). Penerapan gamifikasi dalam pembelajaran Bahasa Indonesia menggunakan platform Blooket. Jurnal Teknologi Pendidikan dan Pembelajaran, 4(2), 112–121. https://doi.org/10.5281/zenodo.7072426
Riduwan. (2004). Skala pengukuran variabel-variabel penelitian. Bandung: Alfabeta.
Sugiyono. (2018). Metode penelitian kuantitatif, kualitatif, dan R&D. Bandung: Alfabeta.
Undang-Undang Republik Indonesia Nomor 20 Tahun 2003 tentang Sistem Pendidikan Nasional. https://peraturan.bpk.go.id/Home/Details/43920/uu-no-20-tahun-2003
Yanti, R., & Saputra, R. (2021). Penggunaan Blooket dalam evaluasi pembelajaran daring Bahasa Indonesia. Jurnal Inovasi Pendidikan dan Pembelajaran, 7(3), 211–219. https://doi.org/10.24036/jipp.v7i3.114164
Yuliani, T., & Saraswati, D. (2022). Transformasi evaluasi pembelajaran di era digital: Tantangan dan peluang. Jurnal Pendidikan Inovatif, 5(1), 55–67. https://doi.org/10.21831/jpi.v5i1.51329