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DEVELOPMENT OF SOCIAL STUDIES LEARNING THROUGH ROLE PLAYING GAMIFICATION ASSISTED BY PUPPET MEDIA TO INCREASE COLLABORATIVE STUDENTS OF CLASS 7G UM LABORATORY JUNIOR HIGH SCHOOL Sari, Erna; Kurniawan, Bayu; Rahayu, Linda Zulkifa; Wati, Arista; Choiroh, Dista Ayu Umdatul
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 3 (2025): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i3.15848

Abstract

This article proposes an innovative approach by combining gamification, role-playing, and puppet media to increase student engagement in group discussions in social studies learning. The Design Thinking method used shows a systematic framework for designing and developing effective learning media. However, this article could have made clearer the challenges faced during implementation and how to overcome them. Although the pilot test results showed significant improvement, the article could have further analyzed the impact of this method on students' understanding of the material. Overall, this article makes a good contribution to the development of learning strategies that are interactive and relevant to the needs of today's students.
Application of Virtual Gallery Walk with Spatial.Io in An Effort to Increase Students' Learning Motivation in Social Studies Choiroh, Dista Ayu Umdatul; Kurniawan, Bayu; Rahayu, Linda Zulkifa; Wati, Arista; Sari, Erna
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 3 (2025): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i3.15850

Abstract

The aim of this study is to enhance students' motivation in learning Social Studies (IPS) through the implementation of a virtual gallery walk learning model using Spatial.io. Spatial.io was selected because it offers an immersive 3D learning environment that supports interactive learning experiences. This research adopts a design thinking approach, consisting of five stages: empathize, define, ideate, prototype, and test. The subjects of the study were 8th-grade students from class 8A at SMP Laboratorium UM Malang. The developed product demonstrated that the application of a virtual gallery walk using Spatial.io effectively increased students' learning motivation, as evidenced by higher levels of active participation, enthusiasm, and positive feedback throughout the learning process.