Daffa Risan Saputra
Universitas Muhammadiyah Purworejo

Published : 1 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 1 Documents
Search

Pengembangan Media Pembelajaran Gamifikasi untuk Meningkatkan Kompetensi Pedagogik Guru Sekolah Dasar dalam Pembelajaran Bahasa Inggris Basuki Basuki; Andrian Nuriza Johan; Bagiya Bagiya; Murhadi Murhadi; Daffa Risan Saputra; Tri Widiatno
Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya Vol. 4 No. 3 (2026): August: Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/semantik.v4i3.2980

Abstract

This study aims to develop gamification-based learning media to assist elementary school teachers in enhancing their pedagogical competence in English instruction. The study employs the Research and Development (R&D) method, encompassing stages of needs analysis, design, development, expert validation, and both limited and extensive field trials. The media incorporates gamification elements—such as points, levels, badges, challenges, and interactive activities—tailored to the needs of teachers and the characteristics of elementary school students. The results indicate that the developed media achieved a validity rate of 92.5%, a practicality rate of 89.3%, and an effectiveness score (N-gain) of 0.72, placing it in the high category. The novelty of this research lies in the integration of gamification into English learning media; the media is designed not only to focus on the students' learning experience but also to assist teachers in developing their pedagogical competence regarding technology utilization. This media empowers teachers to instruct with greater creativity and confidence while fostering an English learning environment that is active, enjoyable, and closely aligned with the students' world.