Fira Fatimatuz Zahra
Universitas Muria Kudus

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PEMANFAATAN MEDIA GAME EDUKASI PEMBELAJARAN BAGI SISWA DI SEKOLAH DASAR: SYSTEMATIC LITERATURE REVIEW Rani Setiawaty; Risma Ardilla; Muhammad Yusuf; Fatikha Nur Ilma; Fira Fatimatuz Zahra
Dirasah: Jurnal Pemikiran dan Pendidikan Dasar Islam Vol 8 No 2 (2025): Dirasah: Jurnal Pemikiran dan Pendidikan Dasar Islam
Publisher : Institut Binamadani Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51476/dirasah.v8i2.800

Abstract

Penelitian ini bertujuan untuk mendeskripsikan penggunaan media game edukasi dalam pembelajaran di sekolah dasar. Pendekatan yang digunakan adalah Systematic Literature Review (SLR) dengan mengacu pada protokol PRISMA sebagai dasar seleksi dan identifikasi artikel. Artikel diperoleh melalui basis data, yaitu Google Scholar, ERIC, dan semantic dengan menggunakan kata kunci “Pemanfaatan Game Edukasi di Sekolah Dasar”. Data penelitian ini adalah 18 artikel akademik yang dipublikasikan antara tahun 2019 hingga 2024. Teknik analisis data dilakukan melalui analisis tematik untuk mengidentifikasi pola-pola utama yang muncul dari literatur terkait, seperti jenis media game edukasi, integrasi pembelajaran, dan manfaatnya. Hasil penelitian menunjukkan bahwa penggunaan media pembelajaran berbasis game edukasi berupa Educandy, Wordwall, SAC, Puzle, Quizizz, dan sejenisnya. Game edukasi ini dapat meningkatkan keterampilan berpikir kritis, kemampuan literasi dan numerik, serta hasil belajar siswa secara keseluruhan. Game edukasi terbukti tidak hanya dapat meningkatkan partisipasi emosional dan kognitif siswa, tetapi juga menjadikan proses pembelajaran lebih menarik dan interaktif. Dengan memasukkan elemen kemampuan berpikir tingkat tinggi (HOTS), game edukasi menjadi salah satu pendekatan strategis untuk mengatasi tantangan pembelajaran di zaman digital.
PENGEMBANGAN GAME INTERAKTIF GABATA BERBASIS KEARIFAN LOKAL KUDUS Veronica; Fira Fatimatuz Zahra; Dwipa Ringi I Gusti; Rani Setiawaty
JURNAL PENDIDIKAN DAN KEGURUAN Vol. 3 No. 11 (2026): Jurnal Pendidikan dan Keguruan
Publisher : CV. ADIBA AISHA AMIRA

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research focuses on creating a learning tool in the shape of an interactive game named GABATA (Gembira Tanda Baca), inspired by the cultural heritage of Kudus, to help second-grade elementary students grasp punctuation in their Indonesian language education. The motivation for this study stems from the inadequate comprehension of punctuation among students and the scarcity of interactive and relevant educational resources. The approach taken in this research was based on the Research and Development (RandD) framework, employing the ADDIE model, which encompasses analysis, design, development, implementation, and evaluation stages. The participants consisted of second-grade learners from SD Negeri 3 Barongan Kudus, along with validators including media specialists, subject matter experts, and linguists. Information was gathered through various questionnaires for validation and feedback from both teachers and students to evaluate the suitability and usability of the educational tool. The findings revealed that the GABATA media received a feasibility rating of 85. 58% from media specialists and 82. 69% from subject matter specialists, both considered very suitable. Additionally, the results from the practicality assessment showed a teacher feedback score of 96. 88%, while student feedback varied between 92. 5% and 100%, which is categorized as very practical. These results suggest that the GABATA interactive game, rooted in the cultural wisdom of Kudus, is highly appropriate and effective as an educational resource for teaching punctuation to elementary students..