Increasing Student Interest through Game-Based Learning Using Gimkit in History Class X-I at SMA Negeri 1 Sewon, Academic Year 2025/2026
Kata Kunci:
Game-Based Learning, Gimkit, learning interest, history learningAbstrak
This study aimed to improve students’ interest in learning history through Game-Based Learning supported by Gimkit in Grade 10 Class X-I at SMA Negeri 1 Sewon during the 2025/2026 academic year. The study employed classroom action research based on the Kemmis and McTaggart model and was conducted in two cycles. Data were collected through questionnaires, observations, interviews, and documentation and analyzed quantitatively and qualitatively. Initial conditions showed low learning interest, reflected in limited attention, participation, and engagement during predominantly lecture-based instruction. The intervention integrated content explanations, interactive quizzes, challenges, scoring, and discussion through Gimkit. The findings showed increased student interest and engagement. Questionnaire scores increased from 56.81% in the pre-cycle to 81.3% in Cycle II, while observed student activity increased from 55% to 85%. Improvements in Cycle II, including group-based device use, backup internet connections, and better classroom management, enabled smoother implementation. Students became more focused and enthusiastic, participated more actively in discussions, and were more willing to answer questions. Thus, Game-Based Learning supported by Gimkit effectively increased students’ interest and engagement in history learning while providing teachers with rapid instructional feedback.