Optimalisasi Evaluasi Pembelajaran Melalui CBT Berbasis Gamifikasi untuk Meningkatkan Motivasi dan Kesiapan Belajar Siswa

Authors

  • Wenni Syafitri Universitas Lancang Kuning
  • Eddisyah Putra Pane Universitas Lancang Kuning
  • Edi Purwanto Universitas Lancang Kuning

DOI:

https://doi.org/10.31849/qc6rq747

Keywords:

Computer Based Test (CBT), Gamifikasi, Pretest, Motivasi Belajar, Pengabdian kepada Masyarakat

Abstract

Digital transformation in educational assessment has become a strategic necessity, yet its implementation is often constrained by operational and pedagogical challenges. At Madrasah Aliyah Negeri (MAN) 4 Pekanbaru  paper-based evaluations were characterized by low efficiency, limited feedback, and reduced student motivation. This community service program aimed to design, implement, and evaluate a holistic Computer-Based Test (CBT) system integrated with pretest features and gamification elements to enhance students’ motivation, engagement, and readiness for digital assessments. The program employed a Service Learning (SL) approach, involving participatory collaboration between lecturers, university students, and the school community. Implementation stages included needs assessment, system design and development, socialization and training for teachers and students, and full-scale deployment of the CBT platform. The impact of the intervention was measured using a pre-test and post-test design with structured questionnaires analyzed quantitatively. The results indicate that the CBT system was successfully implemented and positively received by users. Post-test analysis involving 26 student respondents showed a significant improvement in understanding and readiness, with an average positive acceptance rate of 93.96%. Statistical validity was confirmed by a Coefficient of Reproducibility (CR) of 0.94 and a Coefficient of Scalability (CS) of 0.94. Furthermore, 100% of students recognized the diagnostic function of pretests, 96.15% felt comfortable using CBT, 88.46% reported increased motivation due to gamification, and 80.77% experienced reduced test anxiety. These findings demonstrate that integrating CBT, pretests, and gamification effectively modernizes school assessment systems and offers a replicable model for similar institutions.

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Published

2026-01-30

How to Cite

Optimalisasi Evaluasi Pembelajaran Melalui CBT Berbasis Gamifikasi untuk Meningkatkan Motivasi dan Kesiapan Belajar Siswa. (2026). J-COSCIS : Journal of Computer Science Community Service, 6(1), 485-497. https://doi.org/10.31849/qc6rq747