Resilience of Mathematics Learning Through Blended Learning Based on Gamification
DOI:
https://doi.org/10.47239/jgdd.v5i2.462Keywords:
Blended Learning, Gamification, ResilienceAbstract
The purpose of the study carried out was to analyze the effectiveness of Blended Learning based on learning gamification in increasing mathematical resilience and to describe mathematical resilience patterns in terms of math anxiety in Blended Learning based on learning gamification. The study was conducted with a mixed method of sequential explanatory model. The study population was grade 11 students of SMK Negeri 1 Kandeman with the students of XI RPL 2 and XI RPL 1 as the sample and the research subjects were class XI RPL 2 students as many as 35 students. Data were collected by questionnaire, observation, and documentation. Quantitative data analysis was conducted with inferential statistics in the form of t test as the average completeness test and the difference test of two averages, while qualitative data analysis was conducted with data reduction, data display, triangulation, data interpretation, and data conclusions. The results showed that Blended Learning based on learning gamification was effective in increasing mathematical resilience and math anxiety of students in three categories, namely high, medium, and low with various patterns of mathematical resilience. Students with the same categories of math anxiety and mathematical resilience have mathematical resilience patterns which are not necessarily the same.
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