I Kadek Putra Dwi Jayantara
SD No. 3 Kutuh

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Joyful Learning : Analisis Transformasi Pembelajaran Konvensional Melalui Gamifikasi Nusapoly Bagi Siswa Kelas V di SD No.3 Kutuh Luh Silvia Juniari; I Gusti Made Kusuma Dhana; I Kadek Putra Dwi Jayantara
Satya Sastraharing : Jurnal Manajemen Vol 10 No 1 (2026): Satyasastra Haring: Jurnal Manajemen
Publisher : Institut Agama Hindu Negeri Tampung Penyang Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33363/satya-sastraharing.v10i1.1935

Abstract

This research aims to analyze the transformation of student learning activities from passive conventional patterns toward the achievement of Deep Learning indicators through the implementation of NusaPoly gamification innovation in Grade V at SD No. 3 Kutuh. The urgency of this study is driven by the phenomenon of low student engagement and cognitive boredom resulting from the dominance of teacher-centered methods oriented toward short-term rote memorization. To bridge this gap, NusaPoly is presented as an instructional instrument that reconstructs multidisciplinary materials into interactive quiz challenges located in every province on the game board. Methodologically, this study is grounded in Lev Vygotsky’s Social Constructivism paradigm to analyze how interpersonal interactions within the game optimize the Zone of Proximal Development (ZPD) through the assistance of peers or More Knowledgeable Others (MKO). The results indicate that the integration of systematically structured quiz challenges effectively dissolves students' affective filters and triggers a flow state the equilibrium between task difficulty and the learners' cognitive capacity. Empirical findings confirm that the Joyful Learning approach within NusaPoly successfully transforms tedious cognitive loads into exciting "adventure missions," thereby enhancing long-term memory retention and Higher Order Thinking Skills (HOTS). Students no longer merely memorize facts mechanically; instead, they are able to synthesize concepts functionally and autonomously. The conclusion of this research affirms that NusaPoly gamification acts as an effective catalyst in creating a humanistic, reflective learning ecosystem oriented toward deep and meaningful conceptual mastery.