Adelia Khoiri Mutiaramadhan
Universitas PGRI Adi Buana Surabaya

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PENGARUH PENGGUNAAN MEDIA KOMIK DIGITAL BERBASIS GAMIFIKASI TERHADAP HASIL BELAJAR SISWA PADA MATERI BANGUN DATAR KELAS IV SD DI UPT SD NEGERI 145 GRESIK Adelia Khoiri Mutiaramadhan; Dian Kusmaharti
JURNAL PENDIDIKAN DASAR PERKHASA: Jurnal Penelitian Pendidikan Dasar Vol 12, No 2 (2026): Jurnal Pendidikan Dasar Perkhasa: Jurnal Penelitian Pendidikan Dasar
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpdp.v12i2.6589

Abstract

This study aimed to determine the effect of gamification-based digital comic media on the learning outcomes of fourth-grade elementary school students in plane geometry. The study employed a quasi-experimental method using a nonequivalent control group design. The sample consisted of two classes: Class IV B as the experimental group and Class IV A as the control group, selected using cluster random sampling. Data were collected through pretests and posttests, while the data were analyzed using an independent-samples t-test with the assistance of SPSS. The results showed that students who learned using gamification-based digital comic media achieved better learning outcomes than those who did not use the media. Thus, it can be concluded that the use of gamification-based digital comic media had a positive and significant effect on fourth-grade students’ learning outcomes in plane geometry. These findings indicate that integrating digital comics with gamification can provide an engaging alternative learning medium for supporting mathematics learning and improving students’ understanding of plane geometry concepts in elementary schools.