Niken Nastiti
Pendidikan Dasar Sekolah Pascasarjana Universitas Negeri Semarang

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Trends in Game-Based E-Module Development for Elementary Science and Social Studies Education: A Bibliometric Review (2020-2025) Niken Nastiti; Nuni Widiarti; Bambang Subali
Journal of Innovation and Research in Primary Education Vol. 5 No. 1 (2026)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v5i1.2905

Abstract

This study aimed This study aimed to analyze trends and directions in Game-Based Learning (GBL)-based e-module research in Natural and Social Sciences (IPAS) teaching at the elementary school level from 2020 to 2025. The study employed a Systematic Literature Review (SLR) with a bibliographic approach guided by the PRISMA framework. Data were collected from scientific databases and analyzed using bibliometric visualization and content analysis techniques. Of 1,277 initially identified articles, 490 met the eligibility criteria, with 34 articles selected for in-depth bibliometric and content analysis. The findings indicate a steady growth in publications related to GBL-based e-modules, with the highest increase observed in 2024. Research focus has shifted from simple media digitization toward the design of interactive e-modules that promote motivation, collaboration, and 21st-century competencies. The reviewed studies highlight that integrating game elements in e-modules enhances students’ engagement, scientific understanding, and learning outcomes. Furthermore, emerging trends point to the integration of smart technologies such as artificial intelligence and augmented reality, as well as project-based learning models that emphasize contextual and student-centered experiences. These findings affirm that GBL-based e-modules hold strong potential as a strategic medium for supporting the implementation of the Merdeka Curriculum, fostering adaptive, reflective, and sustainable learning environments in elementary schools.
DEVELOPMENT OF RUMAH ADIKSIMBA : A GAME-BASED LEARNING MEDIA TO ENHANCE STUDENTS’ UNDERSTANDING OF INTERROGATIVE WORDS Niken Nastiti; Agus Yuwono; Panca Dewi Purwati
Jurnal Cakrawala Pendas Vol. 11 No. 3 (2025)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v11i3.13757

Abstract

The low understanding of grade IV elementary school students of interrogative sentences shows the need for innovation in Indonesian language learning. This study aims to develop interactive media Rumah Adiksimba assisted by a game based learning approach to improve students’ understanding of the use of interrogative words. The research uses the ADDIE model development method which includes the stages of needs analysis, media design, prototype development, limited implementation, and effectiveness evaluation. Media validation was conducted by material and media experts, while the effectiveness test was conducted on 29 fourth grade students of SDN 1 Singorojo. The validation results showed that the media was very feasible to use with scores above 85% in all aspects. The trial showed a significant increase in learning outcomes, with the average score increasing from 58.62 (pretest) to 83.76 (posttest). In addition, students showed active engagement and positive responses to the media. This media also encourages students’ ability to analyze, assess, and develop interrogative sentences contextually. This finding reinforces the effectiveness of the game-based learning approach in enhancing the understanding of interrogative words in Indonesian language learning at the elementary school level.