Reskiya Ramadani
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PENERAPAN PLATFORM ASESMEN BERBASIS GAMIFIKASI AI TERHADAP HASIL BELAJAR IPA SEKOLAH DASAR Ika Dian Rahmawati; Rika Wulandari; Reskiya Ramadani; Husniatun Na'miyah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.34889

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan platform asesmen berbasis gamifikasi AI terhadap hasil belajar siswa pada mata pelajaran IPA di sekolah dasar. Pendekatan penelitian yang digunakan adalah kuantitatif dengan desain Quasi Experimental, tepatnya model nonequivalent control group design. Instrumen pengumpulan data berupa tes hasil belajar dengan rancangan pretest-posttest control group design. Uji prasyarat dilakukan melalui uji normalitas dan homogenitas, sedangkan pengujian hipotesis menggunakan independent sample t-test antara kelas kontrol dan kelas eksperimen dengan bantuan program SPSS versi 20. Hasil analisis menunjukkan bahwa nilai signifikansi uji independent sample t-test sebesar 0,00, lebih kecil dari taraf signifikansi 0,05. Sesuai kriteria pengujian, jika nilai signifikansi < 0,05 maka H0 ditolak dan H1 diterima. Dengan demikian, dapat disimpulkan bahwa penerapan platform asesmen berbasis gamifikasi AI berpengaruh signifikan terhadap hasil belajar IPA siswa di SDN Kemayoran 02 Bangkalan. Temuan ini juga didukung oleh hasil angket respon siswa yang menunjukkan bahwa 92% peserta didik sangat setuju dengan penggunaan platform asesmen berbasis gamifikasi AI.
THE EFFECT OF USING THE CANVA PLAY EDU APPLICATION AS A DIGITAL ASSESSMENT TOOL ON ELEMENTARY SCHOOL SCIENCE LEARNING OUTCOMES Ika Dian Rahmawati; Rika Wulandari; Husniatun Na’miyah; Reskiya Ramadani
Jurnal Ilmiah Didaktika Vol 26 No 2 (2026): Jurnal Ilmiah Didaktika February 2026
Publisher : Center for Research and Publication Universitas Islam Negeri (UIN) of Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/jid.v26i2.34417

Abstract

The integration of digital technology in education has transformed learning and assessment practices; however, assessment in elementary schools remains largely conventional and less engaging, limiting students’ participation and higher-order thinking skills. Although prior studies have examined digital learning media, limited research has specifically explored gamification-based digital assessment tools in improving elementary science learning outcomes. This study aims to analyze the effect of using Canva Play Edu as a digital assessment tool on students’ learning outcomes. This study employed a quasi-experimental design with a nonequivalent control group involving 38 fourth-grade students at SDN Kemayoran 02 Bangkalan. Data were collected through pretest and posttest and analyzed using the Shapiro–Wilk test, Mann–Whitney U test, and N-gain analysis. The results showed that the experimental group outperformed the control group, with mean scores of 86.63 and 81.68, respectively (p < 0.05). The N-gain score of 0.80 (high category) and N-gain percentage of 80.41% (very effective) indicate a substantial improvement in learning outcomes. These findings suggest that Canva Play Edu is an effective gamification-based digital assessment tool that enhances both learning outcomes and student engagement in elementary science education.