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Spatial-Link: Bridging Understanding of Bilateral Cooperation Through Virtual Space Technology Rangga Widiyono Yanuarta; Bunda Harini; Siti Dewi Maharani; Budiansyah; Mazda Leva Okta Safitri; Muhammad Ittihadul Umam; Ilham Arya Susanto
Inovasi Sekolah Dasar: Jurnal Kajian Pengembangan Pendidikan Vol. 13 No. 1 (2026): Inovasi Sekolah Dasar: Jurnal Kajian Pengembangan Pendidikan
Publisher : Universitas Sriwijaya in Collaboration with HDPGSDI (Himpunan Dosen PGSD Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36706/jisd.v13i1.187

Abstract

This study aims to produce a metaverse-based learning media product assisted by the Spatial application on bilateral cooperation material in grade VI of SD Negeri 11 Indralaya. This learning media was developed using the ADDIE development model consisting of five stages, namely analyze, design, develop, implement, and evaluate. The validation results carried out by three validators showed that the developed learning media obtained an average score of 94.82% which is categorized as very feasible and valid for use in the implementation stage. Then, a practicality test was conducted by giving a questionnaire to 25 grade VI students. The results of the practicality test showed that the total score obtained was 248 out of a maximum score of 250 with a percentage of 99.2%, which is included in the very practical category. Based on these results, it can be concluded that the metaverse-based learning media assisted by the Spatial application is feasible to be used in the learning process on bilateral cooperation material in grade VI of SD Negeri 11 Indralaya.
Implementasi Pendekatan Gamifikasi untuk Meningkatkan Kreativitas Mahasiswa PGSD dalam Merancang Media Pembelajaran Sekolah Dasar Meilani Tirta Sari; Aswasulasikin Aswasulasikin; Mazda Leva Okta Safitri; Bunda Harini; Nurdin Kamil; Ilham Arya Susanto
Educatio Vol 21 No 2 (2026): Educatio
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edc.v21i2.36231

Abstract

This study aims to analyze the implementation of a gamification approach in the Learning Media and Technology course and its effect on the creativity of Primary School Teacher Education (PGSD) students at Universitas Sriwijaya in designing learning media for elementary school students. This study employed a pre-experimental method with a One-Group Pretest-Posttest design, involving 32 PGSD students who received a gamification intervention over six meetings, incorporating elements such as points, badges, leaderboards, and tiered challenges. Creativity data were collected through a product assessment rubric based on four indicators, namely fluency, flexibility, originality, and elaboration, which were then analyzed using a paired sample t-test, N-Gain Score, and Cohen's d. The results showed that students' average creativity scores increased significantly from 58.75 in the pretest to 87.41 in the posttest (t = 20.68; p = 0.000), with an N-Gain of 0.695 (moderate to high category) and a Cohen's d of 3.67, categorized as a very large effect. The originality indicator, despite being the weakest at pretest, recorded the highest increase among all indicators. It is concluded that the gamification approach is effective when applied in the Learning Media and Technology course to enhance the creativity of PGSD students as prospective elementary school teachers. Keywords: creativity, elementary school learning media, gamification, PGSD students
Strengthening Elementary School Teachers’ Competence through Mentoring in the Development of Technology-Based Gamified Learning Media Siti Dewi Maharani; Meilani Tirta Sari; Nurdin Kamil; Bunda Harini; Mazda Leva Okta Safitri; Suratmi; Masagus Mhd Tibrani
Jurnal Pengabdian UNDIKMA Vol. 7 No. 4 (2026): November (IN PRESS)
Publisher : LPPM Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jpu.v7i4.22537

Abstract

The integration of digital technology into education requires teachers to possess adequate competencies in selecting and developing appropriate learning media. This community service program aims to strengthen elementary school teachers’ competencies in developing technology-based gamified learning media through a hands-on mentoring approach. The program was conducted at SDN 12 Rambutan, Banyuasin Regency, and involved 20 elementary school teachers from several schools in the area. It employed a participatory training and mentoring approach comprising instructional sessions, discussions, question-and-answer sessions, simulations, hands-on practice, and product development assistance. Program outcomes were evaluated using pretest and posttest measures, while practical achievements were assessed based on the learning media developed collaboratively by participants. Quantitative data were analyzed using descriptive statistics, N-Gain analysis, a paired-samples t-test, and the Wilcoxon signed-rank test to assess improvements in participants’ knowledge and understanding. Meanwhile, the developed media products were descriptively evaluated based on their alignment with learning objectives, integration of gamification elements, interactivity, and utilization of digital platform features. The results demonstrated a substantial improvement in participants’ scores, with the mean score increasing from 49.50 on the pretest to 88.50 on the posttest, representing a gain of 39.00 points. All participants (100%) demonstrated improvements in their scores, and the mean N-Gain score of 0.775 fell within the high category. Both inferential statistical tests revealed statistically significant differences between pretest and posttest scores (p < 0.001). Furthermore, all three participant groups successfully developed gamified learning media. These findings indicate that hands-on mentoring can strengthen teachers’ knowledge and understanding of technology-based gamified learning media while providing practical experience in developing more interactive and engaging instructional resources.