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Analisis Kebutuhan Pengembangan Media Pembelajaran Digital Berbasis Microlearning dan Gamifikasi pada SMA/SMK Sunarti Rasdin; Nurhikmah H; Abdul Hakim; Arfan Arfan; Aswangga Aswangga
Varied Knowledge Journal Vol. 4 No. 1 (2026): Varied Knowledge Journal, August 2026
Publisher : CV. Global Cendekia Inti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71094/vkj.v4i1.229

Abstract

This study aims to analyze the development needs of microlearning and gamification-based learning media at the Senior High/Vocational School (SMA/SMK) level. A descriptive quantitative approach was employed using a questionnaire instrument distributed to 32 respondents (teachers and students). The instrument consisted of 23 items covering five aspects: (1) learner characteristics, (2) current learning conditions, (3) microlearning content needs, (4) gamification feature needs, and (5) technical support and infrastructure. Reliability testing using Cronbach's Alpha yielded a value of 0.937, classified as highly reliable. Validity testing using Pearson correlation indicated that 21 out of 23 items were valid (rhitung > rtabel = 0.349). Descriptive analysis results showed an overall mean of 4.08 (high category) with an average achievement percentage of 81.8%. The highest needs were identified in the aspects of concise and dense content format (M = 4.62; 92.5%), active student engagement (M = 4.56; 91.2%), and achievement badges in gamification (M = 4.50; 90.0%). These findings confirm that the development of microlearning and gamification-based learning media is highly needed in SMA/SMK to enhance student motivation and learning engagement.