Yhonanda Harsono
Universitas Pamulang, Pamulang, Indonesia

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Development of Media Story Mapping "Jejak Cahaya di Nusantara" Based on Game-Based Learning and MUSIC Model for Grade X Students Yusnia Indah Zainurrohmah; Otto Fajarianto; Eka Pramono Adi; Yhonanda Harsono
IJESS International Journal of Education and Social Science Vol. 7 No. 1 (2026): VOL 7 NO 1 APRIL 2026
Publisher : INTERNATIONAL PENELITI EKONOMI, SOSIAL, DAN TEKNOLOGI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56371/ijess.v7i1.671

Abstract

Abstract History learning in Indonesian senior high schools continues to rely on lecture-based instruction and static textbooks, resulting in low student motivation particularly among Generation Z learners who are accustomed to visual and interactive content. This development research aimed to produce an interactive story mapping learning medium titled "Jejak Cahaya di Nusantara" for Grade X students on the topic of the entry of Islam into the Nusantara. The medium was developed using the ADDIE model, limited to formative evaluation, with the theoretical framework of Game-Based Learning (GBL) and the MUSIC Model of Motivation. Needs analysis was conducted through a literature-based desk study due to field access limitations. The final product is a web-based application consisting of four explorable routes (Gujarat, Persia, Makkah, and China), four playable characters, a badge system, and twelve quizzes aligned with MUSIC principles. Media expert validation yielded an average score of 4.58 out of 5 (89%), categorised as "Very Feasible." Feasibility testing produced an average score of 4.76 out of 5 (95%), also categorised as "Very Feasible." Qualitative feedback indicated that the gamification system effectively increased learning engagement, though item discrimination in quiz questions requires improvement. This study recommends full-scale implementation in classroom settings and further experimental research to measure the medium's effect on learning outcomes. Keywords: story mapping; game-based learning; MUSIC model; history of Islam in Nusantara; Educational Media Development
Ekspedisi Nusantara: An Innovative Gamification-Based Interactive Website for Indonesian History Education Kartikaningrum; Otto Fajarianto; Deka Dyah Utami; Achmad Sabilul Ibad; Yhonanda Harsono
IJESS International Journal of Education and Social Science Vol. 7 No. 1 (2026): VOL 7 NO 1 APRIL 2026
Publisher : INTERNATIONAL PENELITI EKONOMI, SOSIAL, DAN TEKNOLOGI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56371/ijess.v7i1.673

Abstract

This study aims to develop and test the feasibility of an interactive, website-based history learning medium called “Ekspedisi Nusantara,” which is integrated with a narrative gamification system to address students' boredom and low historical awareness. The research methodology employs a Research and Development (R&D) approach, adapting the ADDIE model and focusing on the first three phases: Analysis, Design, and Development. The development stage involved expert judgment to test the prototype’s validity. Data collection was conducted using a modified four-point Likert scale questionnaire without a neutral option to minimize bias. Data analysis employed quantitative descriptive statistical techniques to calculate the feasibility percentage. The research results show that the developed media received a score of 95.00% from media experts and 98.33% from content experts. Based on the feasibility conversion criteria, both scores fall into the “Highly Feasible” category. The narrative gamification approach through digital badges and tiered missions on the Google Sites platform proved capable of transforming passive textual history material into an active digital expedition. In conclusion, “Ekspedisi Nusantara” is highly valid and suitable for implementation as an interactive learning innovation that accommodates the digital characteristics of Generation Z high school students. Keywords: interactive website media; gamification; history learning; Google Sites