PENGEMBANGAN MEDIA PEMBELAJARAN DOJAS (LUDO SEJARAH BERBASIS SCRACTH) UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA KELAS XI - Rahmawati Dwi Lestari; M. Faris Abdil Aziz; Satrio Wibowo (SOCIAL : Jurnal Inovasi Pendidikan IPS, 2026)
ABSTRACT Low learning motivation remains a major challenge in history education, highlighting the need for instructional media that can provide more engaging, interactive, and learner-centered learning experiences aligned with the characteristics of students in the digital era. In response to this issue, this study developed DOJAS, an educational game-based history learning media integrated with digital technology, and examined its contribution to improving students' learning motivation. The study employed the Research and Development (R&D) method, while the media development process was guided by the Didactical Design Research (DDR) framework, which included needs analysis, didactical design, development, implementation, and evaluation. The participants were 30 eleventh-grade students from the Visual Communication Design program at SMK Yapalis Krian. Data were collected through expert validation, classroom observations, and learning motivation questionnaires, and were analyzed using feasibility percentages and N-gain. The findings revealed that DOJAS achieved a very high level of feasibility, with validation scores of 87% from the media expert and 90% from the subject matter expert. Its implementation was also followed by an improvement in students' learning motivation, as indicated by an N-gain score of 0.80 (high category) and supported by an observation score of 87.5%. These findings suggest that DOJAS contributes to enhancing learning motivation by integrating gameplay, collaboration, and technology-based content exploration into a unified learning experience, making it a promising alternative for more participatory history learning. ABSTRAK Motivasi belajar yang rendah masih menjadi salah satu tantangan dalam pembelajaran sejarah sehingga diperlukan media yang mampu menciptakan pengalaman belajar yang lebih aktif, menarik, dan sesuai dengan karakteristik peserta didik di era digital. Berangkat dari kondisi tersebut, penelitian ini mengembangkan media DOJAS sebagai media pembelajaran sejarah berbasis permainan edukatif yang dipadukan dengan teknologi digital sekaligus menganalisis kontribusinya terhadap peningkatan motivasi belajar siswa. Penelitian dilaksanakan menggunakan metode Research and Development (R&D), sedangkan proses pengembangan media mengacu pada kerangka Didactical Design Research (DDR) yang meliputi analisis kebutuhan, perancangan desain didaktis, pengembangan, implementasi, dan evaluasi. Penelitian melibatkan 30 siswa kelas XI DKV 1 SMK Yapalis Krian. Data diperoleh melalui validasi ahli, observasi, dan angket motivasi belajar, kemudian dianalisis menggunakan persentase kelayakan dan N-gain. Hasil penelitian menunjukkan bahwa DOJAS memperoleh tingkat kelayakan sangat tinggi dengan skor validasi ahli media sebesar 87% dan ahli materi sebesar 90%. Penerapan media juga diikuti peningkatan motivasi belajar dengan nilai N-gain sebesar 0,80 (kategori tinggi) serta didukung oleh hasil observasi sebesar 87,5%. Temuan tersebut menunjukkan bahwa DOJAS berkontribusi terhadap peningkatan motivasi belajar melalui integrasi aktivitas bermain, kolaborasi, dan eksplorasi materi berbasis teknologi digital sehingga berpotensi menjadi alternatif pembelajaran sejarah yang lebih partisipatif.