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Puput Shinta Dewi
Universitas Negeri Malang

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Improving informatics learning outcomes for Grade VIII students through Educaplay-based gamification media Puput Shinta Dewi; Gres Dyah Kusuma Ningrum; Rokhman Hadi
Jurnal MediaTIK Volume 9, Issue 3 September 2026
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/mediatik.v9i3.13279

Abstract

The use of gamification-based learning media is one of the innovative alternatives that can be used to increase student engagement and learning outcomes in Informatics subjects. The use of gamification in learning is expected to be able to create a more interactive, interesting, and fun learning atmosphere so that students are more motivated to follow the learning process. This study aims to determine the improvement of student learning outcomes after using Educaplay-based gamification learning media in Informatics class VIII/D Junior High School For The 2025/2026 Academic Year. This study uses a quantitative approach with a One-Group Pretest-Posttest research design. The research subjects were 26 students. Data collection was carried out through a multiple-choice test which was used as an instrument to measure student learning outcomes before and after being treated using Educaplay-based gamification media. The research instrument was first tested for validity and reliability to ensure the feasibility of the instrument in measuring students' abilities. The results of the validity test showed that of the 15 questions tested, there were 11 questions that were declared valid and 4 questions that were declared invalid. The data from the research results were then analyzed using the Shapiro-Wilk normality test, the Paired Sample t-Test, and the N-gain calculation. The results of the hypothesis test showed a significance value of 0.000 < 0.05. Thus, H0 was rejected and Ha was accepted, which shows that there was a difference in student learning outcomes before and after the use of Educaplay-based gamification media. The average score of student learning outcomes increased from 71.69 in the pretest to 82.65 in the posttest. In addition, the results of the N-gain calculation obtained a value of 0.48. The value was in the range of 0.3 < 0.48 < 0.7 so it was included in the medium category. The findings of the study show that the use of gamification learning media based on Educaplay provides an increase in student learning outcomes at a moderate level.