Deva Anndaru Poppy Berliana
Universitas Mulawarman

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PENGEMBANGAN GAME EDUKASI IPA ‘RAINFOREST RUSH’ SEBAGAI MEDIA PEMBELAJARAN BERBASIS CONSTRUCT 3 UNTUK MENINGKATKAN LITERASI DIGITAL SISWA KELAS V SEKOLAH DASAR Deva Anndaru Poppy Berliana; Yana Supriyatna; Ince Raudhiah Zahra; Fitri Aida Sari; Giana Fitriani
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i4.15814

Abstract

This research was motivated by the constrained utilization of interactive technology-based learning media in primary natural and social sciences (IPAS) instruction, which has resulted in conventional teaching practices that fail to optimize students' digital literacy. This study aimed to develop a Construct 3-based educational game entitled Rainforest Rush that is valid, practical, and effective in enhancing fifth-grade elementary students' digital literacy. A Research and Development (R&D) method applying the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) was employed. The research participants consisted of 8 students in a small-scale trial and 25 students in a large-scale field trial from fifth-grade classes at SDN 011 Balikpapan Timur. Data were gathered through participatory observations, teacher interviews, expert validation checklists, student response questionnaires, and pretest-posttest digital literacy assessments. The findings confirmed that the Rainforest Rush educational game achieved highly valid scores from both subject-matter and media experts, demonstrated very practical ratings across small- and large-scale trials, and proved effective in improving students' digital literacy with a high-category N-gain score. Consequently, the Construct 3-based Rainforest Rush educational game is verified as valid, practical, and effective for elementary ecosystem learning. ABSTRAK Penelitian ini dilatarbelakangi oleh masih terbatasnya pemanfaatan media pembelajaran berbasis teknologi interaktif pada muatan Ilmu Pengetahuan Alam dan Sosial (IPAS), sehingga proses belajar mengajar cenderung berlangsung secara konvensional dan kurang optimal dalam mendukung kompetensi digital siswa. Penelitian ini bertujuan untuk mengembangkan game edukasi IPAS Rainforest Rush berbasis Construct 3 yang valid, praktis, dan efektif sebagai media pembelajaran untuk meningkatkan literasi digital siswa kelas V sekolah dasar. Pendekatan yang digunakan adalah penelitian dan pengembangan (Research and Development) dengan mengadopsi model ADDIE yang mencakup tahap Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian melibatkan 8 siswa pada uji coba skala kecil dan 25 siswa pada uji coba skala besar di kelas V SDN 011 Balikpapan Timur. Teknik pengumpulan data dihimpun melalui observasi kelas, wawancara guru, angket validasi ahli materi dan media, angket respons siswa, serta tes awal (pretest) dan tes akhir (posttest) literasi digital. Hasil penelitian membuktikan bahwa game edukasi Rainforest Rush memenuhi kategori sangat layak berdasarkan validasi ahli materi dan media, berkategori sangat praktis pada uji kelompok kecil maupun kelompok besar, serta efektif meningkatkan literasi digital siswa dengan perolehan N-gain pada kategori tinggi. Dengan demikian, game edukasi Rainforest Rush berbasis Construct 3 terbukti valid, praktis, dan efektif digunakan sebagai media pembelajaran interaktif materi ekosistem di sekolah dasar.