Development of Gamification Learning Media "Si Pegi" for Effective Science Learning Outcomes (IPAS) in Grade IV Elementary Schools
DOI:
https://doi.org/10.31537/jeti.v9i1.3142Keywords:
gamification, Learning Media, MATHEMATICS LEARNING OUTCOMES, research and development, scienceAbstract
Science (IPAS) learning about energy changes in elementary schools is often considered difficult due to its abstract nature and the minimal use of interactive media, which impacts low student learning outcomes. This study aims to develop a valid, practical, and effective gamification learning media called "Si Pegi" (Energy Change Gamification) to improve the learning outcomes of fourth-grade elementary school students in the sciences. The research method used is Research and Development (R&D) with a 4D development model that includes the define, design, develop, and disseminate stages. The research subjects consisted of 18 fourth-grade students of SDN 11 Sitiung and 18 students of SDN 10 Sitiung as dissemination subjects. Data collection instruments included expert validation sheets, teacher and student response questionnaires, and learning outcome tests. The results showed that the "Si Pegi" media was very valid with an average score of 94.66% from experts. The practicality level reached 89.95% in the very practical category based on user responses. The effectiveness test showed a significant increase in learning outcomes with a score of 88.88% of students achieving the completion criteria. Thus, the research results are expected to provide real contributions that can be used as an innovative means to transform abstract concepts into concrete and enjoyable learning experiences to optimize science learning outcomes in elementary schools.
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