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MEDIA PEMBELAJARAN INTERAKTIF BERBASIS GAMIFIKASI MELALUI MODEL PROJECT BASED LEARNING (PJBL) UNTUK MENINGKATKAN KEMAMPUAN NUMERASI PESERTA DIDIK KELAS VII MTs AZ-ZAINUDDIN Muhaemin; Nanang Diana; Nur Fitrianingsih
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.52631

Abstract

Numeracy skills are one of the essential competencies that students must possess to face the challenges of 21st-century learning. However, students' numeracy skills remain relatively low due to conventional teaching practices, limited student engagement in the learning process, and the lack of interactive learning media. These conditions result in low learning motivation, limited participation, and difficulties in solving numeracy problems related to real-life situations. This study aims to develop gamification-based interactive learning media integrated with the Project Based Learning (PjBL) model to improve the numeracy skills of seventh-grade students at MTs Az-Zainuddin. The study employed the Research and Development (R&D) method using the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The research subjects were 20 seventh-grade students of MTs Az-Zainuddin. The research instruments included expert validation questionnaires, student response questionnaires, observation sheets, and numeracy tests in the form of pretests and posttests. Data were analyzed using descriptive statistics to determine the validity and practicality of the developed media, while the N-Gain test was used to measure its effectiveness in improving students’ numeracy skills. The product developed is a gamification-based digital learning medium that incorporates numeracy materials, points, levels, challenges, feedback, and project activities aligned with the syntax of Project Based Learning. The results are expected to demonstrate that the developed media is valid, practical, and effective, making it a promising alternative for innovative numeracy learning in the digital era.
PENGEMBANGAN E-LKPD BERBASIS PROJECT BASED LEARNING (PJBL) BERBANTUAN MEDIA INTERAKTIF UNTUK MENINGKATKAN LITERASI DIGITAL SISWA SMPN 1 MONTA Maulana; fitrianingsih, Nur; Rahman Hakim, Arif
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.52805

Abstract

This study aims to develop a Project Based Learning (PjBL)-based Electronic Student Worksheet (E-LKPD) assisted by interactive media to improve the digital literacy of students at SMPN 1 Monta. The study was motivated by the low level of students' digital literacy, particularly in accessing, understanding, evaluating, and utilizing digital information effectively. In addition, the learning process is still dominated by conventional printed worksheets that are less interactive and have not optimally supported the development of 21st-century skills. This research employed a Research and Development (R&D) approach using the ADDIE development model, which consists of Analysis, Design, Development, Implementation, and Evaluation stages. The product developed is a PjBL-based E-LKPD integrated with Canva and Liveworksheets interactive media on the topic of utilizing digital media to respond to hoax news. The research subjects were Grade VIII students of SMPN 1 Monta. Data were collected through expert validation sheets, teacher and student response questionnaires, observation sheets, and digital literacy tests. Data were analyzed using descriptive qualitative and quantitative techniques to determine the validity, practicality, and effectiveness of the developed product. The expected results indicate that the developed E-LKPD is valid, practical, and effective in improving students’ digital literacy, while also serving as an innovative digital learning resource that supports interactive, contextual, and technology-based learning.
PENGEMBANGAN MEDIA MEDIVERSE ANATOMY BERBANTUAN AR DAN GAMIFIKASI UNTUK MENINGKATKAN KREATIVITAS IMAJINATIF SISWA SEKOLAH DASAR Sulfani; Fitrianingsih, Nur; Hardiansyah; Mariamah; Ahyar
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61252

Abstract

The low level of students’ imaginative creativity in learning is often caused by the limited use of interactive learning media, especially in learning human anatomy which tends to be abstract. This study aims to develop MediVerse Anatomy learning media based on Augmented Reality (AR) and gamification to improve students’ imaginative creativity. The research employed a Research and Development (R&D) method using the ADDIE model, which consists of analyze, design, development, implementation, and evaluation stages. The subjects were fourth-grade students at SDN Inpres Rabakodo, involving 39 students in the implementation stage. Data were collected through observation, validation sheets, questionnaires, and pretest-posttest instruments. The results showed that the developed media was highly feasible with an average validation score of 88,75%. The effectiveness test indicated a moderate improvement with an N-Gain value of 0.62 and a significant difference between pretest and posttest results (p < 0.05). In addition, the practicality level reached 92.56% in the very practical category. These findings indicate that the integration of AR and gamification in MediVerse Anatomy can enhance students’ engagement, understanding, and imaginative creativity.
MEDIA AUGMENTED REALITY BERBASIS GAMIFIKASI UNTUK PENINGKATAN BERPIKIR KRITIS DAN SELF-EFFICACY SISWA Ulva, Mariam; Fitriati, Ita; Fitrianingsih, Nur; Muslim; Ahyar
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61267

Abstract

Rendahnya kemampuan berpikir kritis dan efikasi diri siswa dalam pembelajaran informatika menunjukkan belum optimalnya pemanfaatan media pembelajaran yang interaktif dan inovatif. Dominasi pendekatan pembelajaran konvensional cenderung menyebabkan rendahnya partisipasi aktif siswa serta kurangnya kepercayaan diri dalam proses pembelajaran maupun dalam menyelesaikan tugas-tugas akademik. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Augmented Reality (AR) yang terintegrasi dengan gamifikasi guna meningkatkan kemampuan berpikir kritis dan efikasi diri siswa. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek penelitian adalah siswa kelas VIII A SMPN 3 Palibelo. Data dikumpulkan melalui validasi angket ahli, efikasi diri angket , angket respon siswa, serta tes pretest dan posttest. Hasil penelitian menunjukkan bahwa media yang dikembangkan memperoleh tingkat kelayakan sangat tinggi dengan persentase sebesar 94,5%. Keefektifan media ditunjukkan oleh peningkatan kemampuan berpikir kritis siswa dengan nilai N-Gain sebesar 0,76 yang termasuk kategori tinggi, serta peningkatan nilai rata-rata dari 53,53 menjadi 88,53. Selain itu, efikasi diri siswa berada pada kategori tinggi dengan persentase 71,53%, dan respon siswa terhadap media sangat baik dengan persentase 92,35%. Dengan demikian, media pembelajaran berbasis AR dan gamifikasi yang dikembangkan dinyatakan layak, praktis, dan efektif dalam meningkatkan kemampuan berpikir kritis dan efikasi diri siswa.