Putu Sanjaya
Program Pascasarjana, Institut Agama Hindu Negeri Mpu Kuturan, Singaraja, Indonesia

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A Game-Based Learning Model Using Visual Media with a Gamification Approach to Enhance Students’ Interest and Learning Outcomes in Science Among Fourth-Grade Elementary School Students Ni Made Eri Mulyaningsih; Putu Sanjaya; Ni Nyoman Lisna Handayani
Journal of Education Reseach and Evaluation Vol 10 No 2 (2026): May
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jere.v10i2.113973

Abstract

The low interest and learning outcomes of students in science shows that the learning process is still dominated by conventional approaches that are less able to actively involve students and create meaningful learning experiences. This condition requires the application of innovative learning models that are able to increase student involvement, motivation, and understanding through interactive and enjoyable learning activities. This study aims to analyze the effect of the Game-based learning model assisted by image media with a gamification approach on the interest and learning outcomes of elementary school students in science. This study is a quantitative study with a quasi-experimental type using a posttest-only control group design. The study population consisted of 100 fourth-grade elementary school students with a sample of 62 students selected using a simple random sampling technique. Data collection was carried out through questionnaires and multiple-choice objective tests with instruments in the form of a learning interest questionnaire and a science learning outcome test that have met the validity and reliability tests. Data analysis used the MANOVA test to test the effect of the learning model on both variables simultaneously. The results showed that the application of the Game-Based Learning model assisted by image media with a gamification approach has a positive influence on students' interest and learning outcomes in science. This research has implications for the development of innovative learning that supports active, interactive, and student-centered learning.