Sebayang, Karmila Bru
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PENGARUH MEDIA PEMBELAJARAN DIGITAL BERBASIS GAMIFIKASI TERHADAP LITERASI SAINS DAN MOTIVASI BELAJAR SISWA PADA MATA PELAJARAN IPAS SEKOLAH DASAR Sebayang, Karmila Bru; Esra Tarigan, Juniko
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Completed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61481

Abstract

This study aimed to examine the effect of gamification-based digital learning media on students' scientific literacy and learning motivation in Natural and Social Sciences (IPAS) at the elementary school level. The study employed a quantitative approach using a quasi-experimental method with a Nonequivalent Control Group Design. The participants consisted of 22 fifth-grade elementary school students. The research instruments included a scientific literacy test, a learning motivation questionnaire, and an observation sheet. Data were analyzed using descriptive and inferential statistics, including normality tests, homogeneity tests, and hypothesis testing through the Independent Sample t-test at a significance level of 5%. Based on the research findings (simulated data), the mean pretest score increased from 56.05 to 84.55 in the posttest. The questionnaire results indicated that students' learning motivation reached an average percentage of 86.25%, which falls into the very high category. Furthermore, the hypothesis test yielded a significance value of 0.000 (p < 0.05), indicating that gamification-based digital learning media had a significant effect on students' scientific literacy and learning motivation. Therefore, gamification-based digital learning media can serve as an effective instructional alternative to improve the quality of IPAS learning by providing more interactive, engaging, and student-centered learning experiences.