Baamboozle Gamification in Discovery Learning Module: Optimizing Student’s Motivation and HOTS

Authors

  • Annisa Al Hasna Kurnia Universitas Riau
  • Dedi Irawan Universitas Riau
  • Azhar Universitas Riau

DOI:

https://doi.org/10.36456/bp.vol22.no2.a11991

Keywords:

Learning Modules; Discovery Learning; Baamboozle; Motivation; Higher Order Thinking Skills

Abstract

This study aims to develop a Discovery Learning-based module assisted by Baamboozle gamification to optimize students' learning motivation and HOTS on sound wave material. This R&D study uses the ADDIE model with a non-equivalent control group design. The subjects were students of class XI IPA SMAN 2 Siak Hulu selected through cluster random sampling; class XI IPA 2 as the experiment and XI IPA 3 as the control. The instruments included an expert validation sheet, a practicality questionnaire, a motivation questionnaire, and a HOTS posttest. The validation results showed that the module was very valid 4.51 and very practical for teachers 4.39, students 4.32. The learning motivation of the experimental class was mostly in the medium category 67.65% and high 20.59%. HOTS posttest score of the experimental class was 68.82, higher than the control class 34.38, with a t-test showing a significant difference (t= 7.794; p < 0.001). The use of Baamboozle as a stimulus in the Discovery Learning module syntax effectively optimizes students' motivation and HOTS.

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Published

31-10-2026

How to Cite

Baamboozle Gamification in Discovery Learning Module: Optimizing Student’s Motivation and HOTS. (2026). Buana Pendidikan: Jurnal Fakultas Keguruan Dan Ilmu Pendidikan Unipa Surabaya, 22(2), 168-179. https://doi.org/10.36456/bp.vol22.no2.a11991