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PENGEMBANGAN MEDIA GAMIFIKASI EDPUZZLE DAN GENIALLY DALAM MENINGKATKAN KREATIVITAS SISWA PADA MATERI ALGORITMA DASAR Tri Ramdani; Ita Fitriati; Muslim Muslim; Arif Rahman Hakim; Ramdani Purnamasari
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i3.12539

Abstract

ABSTRACT The introduction of basic algorithms in elementary schools requires learning media that can promote active engagement and foster students’ creativity, while the use of interactive digital media based on gamification still needs to be optimized. This study aimed to develop gamification-based learning media for introducing basic algorithms through the integration of Edpuzzle and Genially to enhance elementary school students’ creativity. The study employed a Research and Development (R&D) approach using the ADDIE model, consisting of the analysis, design, development, implementation, and evaluation stages. The participants were 16 students of SDIT Al-Azzam. Data were collected through media and content expert validation questionnaires, student response questionnaires, and creativity tests, and were analyzed using descriptive quantitative techniques, percentages, and N-Gain analysis. The findings showed that the developed media obtained feasibility scores of 92.19% from media experts and 93.75% from content experts, both categorized as Highly Feasible. Student responses were highly positive, with 75.00% of students classified as Strongly Agree and 25.00% as Agree. Students’ creativity reached 89.06%, categorized as Very High, while the mean N-Gain score of 0.73 fell within the High category. Therefore, the gamification-based learning media integrating Edpuzzle and Genially met the criteria of feasibility, practicality, and effectiveness in supporting the improvement of students’ creativity in basic algorithm learning. ABSTRAK Pembelajaran pengenalan algoritma dasar di sekolah dasar memerlukan media yang mampu mendorong keterlibatan aktif dan mengembangkan kreativitas siswa, sementara pemanfaatan media digital interaktif berbasis gamifikasi masih perlu dioptimalkan. Penelitian ini bertujuan mengembangkan media pembelajaran pengenalan algoritma dasar berbasis gamifikasi melalui integrasi Edpuzzle dan Genially untuk meningkatkan kreativitas siswa sekolah dasar. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahap analysis, design, development, implementation, dan evaluation. Subjek penelitian terdiri atas 16 siswa SDIT Al-Azzam. Data dikumpulkan melalui angket validasi ahli media dan ahli materi, angket respons siswa, serta tes kreativitas, kemudian dianalisis secara deskriptif kuantitatif menggunakan persentase dan N-Gain. Hasil penelitian menunjukkan bahwa media memperoleh persentase kelayakan sebesar 92,19% dari ahli media dan 93,75% dari ahli materi, yang keduanya berada pada kategori Sangat Layak. Respons siswa menunjukkan penerimaan yang sangat positif terhadap penggunaan media, dengan 75,00% siswa berada pada kategori Sangat Setuju dan 25,00% pada kategori Setuju. Kreativitas siswa mencapai persentase 89,06% dengan kategori Sangat Tinggi, sedangkan nilai rata-rata N-Gain sebesar 0,73 berada pada kategori Tinggi. Dengan demikian, media pembelajaran berbasis gamifikasi yang mengintegrasikan Edpuzzle dan Genially memenuhi kriteria layak, praktis, dan efektif untuk mendukung peningkatan kreativitas siswa dalam pembelajaran algoritma dasar.