Analisis Kebutuhan Pengembangan Gamifikasi Interaktif Untuk Meningkatkan Pemahaman Konsep Sains Siswa Kelas VI Sekolah Indonesia Riyadh

Hijrah Baihaqie, Wahono Widodo, Andi Kristanto

Abstract


Tujuan penelitian ini adalah menganalisis kebutuhan gamifikasi interaktif untuk meningkatkan pemahaman konsep sains siswa kelas VI sekolah dasar. Penelitian ini dilaksanakan di Sekolah Indonesia Riyadh, Arab Saudi. Partisipan dalam penelitian ini adalah 43 siswa kelas VI sekolah dasar. Data yang diperoleh dalam penelitian ini adalah angket kebutuhan gamifikasi interaktif. Hasil penelitian ini menunjukan bahwa seluruh siswa kelas VI Sekolah Indonesia Riyadh memiliki perangkat digital untuk belajar dan memanfaatkan aplikasi digital untuk pembelajaran. 63% siswa menyatakan bahwa materi yang dianggap sulit adalah akibat pergerakan bumi dan bulan. Selain itu, siswa tertarik belajar saat memanfaatkan kuis interaktif, video pembelajaran, sumber belajar interaktif, apresiasi saat pembelajaran, dan unsur permainan atau gamifikasi pada materi. Oleh karena itu, diperlukan pembelajaran menggunakan gamifikasi interaktif. Kesimpulan dari penelitian ini adalah perlu pengembangan media pembelajaran berbentuk gamifikasi interaktif pada materi “Akibat Pergerakan Bumu dan Bulan” untuk siswa kelas VI SD.

Keywords


Gamifikasi; Gamifikasi Interaktif; Pemahaman Konsep Sains

Full Text:

PDF

References


Abrar, A., & Utami, P. (2021). Pemanfaatan smartphone sebagai media pembelajaran di sekolah. Jurnal Pendidikan dan Kebudayaan, 6(1), 12–21.

Amisa, B. (2024). Analisis miskonsepsi siswa kelas X SMA di Kota Padang tentang materi hukum Newton dengan menggunakan tes diagnostik four-tier multiple choice. Physics Learning and Education. https://doi.org/10.24036/ple.v2i2.120

Anggraini, L., Maison, & Syaiful. (2022). Attitude and understanding of concepts: Its influence in science learning. Journal of Education Research and Evaluation. https://doi.org/10.23887/jere.v6i3.45991

Budiman, H. (2022). Penggunaan tablet dalam pembelajaran: Potensi dan tantangan. Jurnal Educatio, 8(2), 45–52.

Filatov, V. (2023). From explanation to understanding. Epistemology & Philosophy of Science. https://doi.org/10.5840/eps202360218

Hasibuan, F., Prabowo, A., & Sari, I. (2021). Dampak permainan digital terhadap keterampilan kognitif siswa. Jurnal Teknologi Pendidikan, 9(1), 15–24.

Hidayati, N., Prabowo, A., & Lestari, F. (2021). The impact of digital learning media on student engagement. Journal of Educational Technology, 15(2), 30–40.

Isma, A., Fadhilatunisa, D., Juharman, M., Shelma, A.,

Azzahra, P., Faris, A., & Faruq, A. (2023). PENGARUH MEDIA E-LEARNING BERBASIS GAMIFICATION TERHADAP MINAT BELAJAR MAHASISWA. 6(2).

Joaquim, S., Martins, T. M., Braga, A., Santos, S., Campana, C., Alves, J. L., et al. (2024). Applicability of gamification to the teaching and learning process. Lumen et Virtus. https://doi.org/10.56238/levv15n41-073

Johnson, L., Adams, S., & Hall, G. (2020). Personalized learning: Tailoring instruction to individual student needs. Journal of Educational Technology and Society, 23(2), 120–135.

Jones, L., & Taylor, R. (2022). Engaging students with natural resource management through interactive gaming. International Journal of Environmental Education, 15(2), 128–145.

Juani, G. M., Calderón, B. C., Melgar, R. M., & Alonso, J. M. R. (2021). Importance of the use of interactive methodologies in primary education: Gamification. Didactic Proposal. https://doi.org/10.46932/SFJDV2N1-020

Lestari, D., & Sari, R. (2020). Pengaruh durasi bermain game terhadap motivasi belajar siswa. Jurnal Pendidikan dan Inovasi, 5(3), 30–40.

Lestari, F., & Widodo, A. (2021). Integrating puzzle games to promote critical thinking skills. Journal of Educational Technology and Innovation, 15(2), 25–35.

Mi, S., Lu, S., & Bi, H. (2020). Trends and foundations in research on students' conceptual understanding in science education: A method based on the structural topic model. Journal of Baltic Science Education. https://doi.org/10.33225/JBSE/20.19.551

Nugroho, A., Prasetyo, Y., & Utomo, E. (2020). Mobile learning apps for interactive and collaborative learning. International Journal of Interactive Mobile Technologies, 14(5), 34–46.

Pobryzghaieva, V., & Nalyvaiko, O. (2024). Gamification of education in elementary school in distance learning. Vìdkrite osvìtnê e-seredoviŝe sučasnogo unìversitetu. https://doi.org/10.28925/2414-0325.2024.1610

Prasetyo, B., Santoso, R., & Widodo, A. (2020). Gamification in education: Enhancing student engagement through game-based learning. Journal of Educational Technology and Innovation, 12(1), 15–25.

Priyanto, W., Subandowo, M., Musyarofah, L., & Slamet, J. (2023). Interactive gamification-flip-book for developing students' outcomes. Advances in Mobile Learning Educational Research. https://doi.org/10.25082/amler.2023.02.002

Putra, A., Nugroho, B., & Sari, R. (2020). Integrasi elemen permainan dalam pembelajaran untuk meningkatkan motivasi siswa. International Journal of Educational Research, 15(3), 33–41.

Rahman, A., & Hidayati, N. (2021). Efektivitas video pembelajaran dalam meningkatkan pemahaman siswa. Jurnal Pendidikan dan Pembelajaran, 10(2), 22–30.

Samsinar S, & Bone, I. (2019). URGENSI LEARNING RESOURCES (SUMBER BELAJAR) DALAM MENINGKATKAN KUALITAS PEMBELAJARAN.

Santoso, R., & Widodo, A. (2022). Leveraging digital games and applications in enhancing student engagement. Journal of Educational Technology and Innovation, 18(1), 35–46.

Santoso, R., Widodo, A., & Cahyono, B. (2022). The effectiveness of quiz games in enhancing student engagement and learning outcomes. International Journal of Educational Technology and Learning, 12(1), 40–52.

Smith, J., et al. (2021). The impact of educational games on learning outcomes in astronomy. Journal of Educational Science, 12(4), 345–362.

SUPARMINI, K., Suwindia, I. G., & Ari Winangun, I. M. (2024). Gamifikasi untuk meningkatkan motivasi belajar siswa di era digital. Education and Social Sciences Review, 5(2), 145. https://doi.org/10.29210/07essr500200

Wang, F., & Li, X. (2022). The impact of game-based learning on student satisfaction and learning performance. Computers & Education, 178, 104364.

Yulianti, S., & Rahmawati, F. (2022). Pengaruh kuis interaktif terhadap motivasi belajar siswa. Jurnal Teknologi Pendidikan, 12(1), 45–53.

Yuskovych-Zhukovska, V. I. (2023). Interactive learning platform with gamification elements. Автоматизация технологических и бизнес-процессов. https://doi.org/10.15673/atbp.v15i1.2494

Zhao, J., Huang, Q., & Chen, J. (2021). Gamification in education: Enhancing student motivation, engagement, and learning outcomes. International Journal of Educational Technology in Higher Education, 18(1), 12.




DOI: http://dx.doi.org/10.17977/jptpp.v10i5.25652

Refbacks

  • There are currently no refbacks.


Copyright (c) 2025 Hijrah Baihaqie, Wahono Widodo, Andi Kristanto

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.


JPtpp is accredited “Rank 3” as a scientific journal under the decree of the Directorate General of Research Enhancement and Development, Ministry of Research, Technology, and Higher Education, dated December 7, 2022, No: 225/E/KPT/2022, effective for five years from Volume 7 Issue 8, 2022 until Volume 12 Issue 7, 2027. Link to download


Jurnal Pendidikan: Teori, Penelitian, & Pengembangan

Journal of Education: Theory, Research, and Development

Graduate School Of Universitas Negeri Malang

Lisensi Creative Commons

JPtpp is licensed under Creative Commons Attribution-ShareAlike 4.0 International License