Claim Missing Document
Check
Articles

Found 2 Documents
Search

MEDIA PEMBELAJARAN BERBASIS TEKNOLOGI UNTUK SISWA SEKOLAH DASAR: STUDI KONSEPTUAL Lukman Saleh; Nizmah Amad Bahasoan
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01 Maret 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.11776

Abstract

The use of technology-based learning media for elementary school students has become a crucial need in the digital era. Challenges faced by conventional learning, such as low motivation and difficulty understanding abstract concepts, drive the need for innovative teaching methods. This study aims to analyze the types of technology-based learning media that are effective in increasing elementary school students' motivation and understanding. The method used is descriptive qualitative through literature review and case studies. The results show that interactive multimedia, mobile applications, educational games, learning videos, and LMS contribute positively to learning motivation and conceptual understanding. Technology integration also supports the development of students' digital skills and creates more effective and engaging learning.
THE EFFECT OF GAMIFICATION LEARNING ON STUDENT MOTIVATION AND LEARNING OUTCOMES Lukman Saleh; Budi Jaya Sugiarto
Consilium: Education and Counseling Journal Vol 6 No 2 (2026): Edisi Agustus
Publisher : Biro 3 Kemahasiswaan dan Kerjasama Universitas Abduracman Saleh Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36841/consilium.v6i2.8963

Abstract

The advancement of digital technology demands the implementation of innovative learning strategies to improve student motivation and learning outcomes. One strategy that has been widely developed is gamification learning, an approach that integrates game elements into learning activities. This study aims to examine the effect of gamification learning on the motivation and learning outcomes of students in the Digital Business Study Program in the Digital Marketing course. The study used a quantitative approach with a quasi-experimental method through a Pretest–Posttest Control Group Design. The sample size was 60 students, who were divided into an experimental group and a control group using a cluster random sampling technique. The research instruments included a learning motivation questionnaire compiled based on the ARCS Motivation Model and a learning outcome test. Data analysis was carried out using descriptive statistics, normality tests, homogeneity tests, paired mean difference tests, unpaired mean difference tests, and effect sizes (Cohen's d). The results showed that gamification learning had a positive and significant effect on student motivation and learning outcomes (p < 0.05). The experimental group experienced a higher increase in motivation and learning outcomes than the control group, with the effect size value being in the very large category. Therefore, gamification learning has proven effective in increasing student motivation and learning outcomes in Digital Marketing learning.