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Action Research: Optimizing Students' 4C Skills through Gamification-Based Interactive Digital Media Utami, Winda Sherly; Fitriana, Laila; Erdaliameta, Annisha
International Journal of Humanities, Education, and Social Sciences Vol 3 No 3 (2025): International Journal of Humanities, Education, and Social Sciences
Publisher : Darul Yasin Al Sys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/ijhess.v3i3.7699

Abstract

This study aims to optimize university students’ mastery of 21st-century competencies—critical thinking, communication, collaboration, and creativity (4C)—through the implementation of gamification-based interactive digital media in the learning process. Employing classroom action research with the Kemmis and McTaggart spiral model, the study was conducted in two cycles involving 27 students from the Early Childhood Education Study Program. Data were collected through structured observation to objectively monitor the implementation and outcomes of the intervention, and analyzed both descriptively and quantitatively by comparing results across cycles. The findings indicate a significant improvement in students’ 4C skills, as evidenced by an increase in average scores from 62.38 in cycle 1 to 81.77 in cycle 2, and a rise in completion rates from 26.63% to 88.89%. These results demonstrate the effectiveness of gamification-based interactive digital media in enhancing students’ 4C competencies. The study concludes that this approach not only strengthens essential 21st-century skills but also contributes to pedagogical innovation through technology integration, offering a valuable reference for the development of active learning strategies in higher education.
Utilizing Waste Materials as Art Learning Media in Early Childhood Education Erdaliameta, Annisha; Fitriana, Laila; Utami, Winda Sherly
Asian Journal of Early Childhood and Elementary Education Vol 3 No 6 (2025): Asian Journal of Early Childhood and Elementary Education
Publisher : Darul Yasin Al Sys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/ajecee.v3i6.8052

Abstract

This study examines the use of diverse media and gaming technologies to provide tangible learning experiences in early childhood education, focusing specifically on learning media made from residual waste. The use of residual waste as a learning medium is grounded in its accessibility in children’s everyday environments and its potential to teach recycling and waste reduction. Adopting a qualitative research method with a descriptive approach, this study aims to describe the use of residual waste as a medium for early childhood art learning. The research was conducted at TK Negeri 6 Yogyakarta with 15 participants comprising the principal, teachers, and group B2 children. Data were collected through observation, documentation, and interviews, and were analyzed using the Miles and Huberman model, which involves data reduction, data display, and conclusion drawing or verification. The findings show that the use of residual waste as a learning medium is organized into three stages: implementation, planning, and evaluation. The use of residual waste has proven to be effective in art learning for young children because, through such learning media, children are free to create according to their own creativity and imagination.