Pendas : Jurnah Ilmiah Pendidikan Dasar
Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Terbit

REDESAIN JURNAL SISWA BERBASIS GAMIFIKASI

Rasona Pooza Hayati (Unknown)
Bernadus Wahyudi Joko Santoso (Unknown)
Haryadi (Unknown)



Article Info

Publish Date
01 Nov 2025

Abstract

ABSTRACT This study aims to describe the concept of a redesigned gamified daily journal as an innovation in language learning and character formation that aligns with the characteristics of Generation Alpha. The background of this research stems from the growing dependence of children on digital technology and online games, which has reduced reflective habits and weakened character values in primary education. The study employs a descriptive qualitative approach with a conceptual study design, involving analytical synthesis of theories and previous studies on gamification, reflective journals, character education, and 21st-century learning. The findings reveal that integrating game elements such as points, levels, challenges, badges, and feedback into daily journals can enhance students’ intrinsic motivation, reflective awareness, and collaboration between teachers, students, and parents. The redesigned journal transforms routine reflection into a more engaging, contextual, and meaningful experience, bridging character habituation and language learning with children’s digital culture. The study concludes that the gamified daily journal has strong potential as an innovative educational medium to strengthen character education while improving students’ motivation and literacy skills in the digital era. ABSTRAK Penelitian ini bertujuan untuk mendeskripsikan konsep redesain jurnal harian berbasis gamifikasi sebagai inovasi pembelajaran bahasa sekaligus sarana pembentukan karakter yang relevan dengan karakteristik Generasi Alpha. Latar belakang penelitian ini berangkat dari fenomena meningkatnya ketergantungan anak terhadap dunia digital dan permainan daring yang berdampak pada menurunnya kebiasaan reflektif dan nilai-nilai karakter di sekolah dasar. Pendekatan yang digunakan adalah kualitatif deskriptif dengan rancangan studi konseptual, melalui analisis sintesis terhadap teori dan hasil penelitian terdahulu yang berkaitan dengan gamifikasi, jurnal refleksi, pendidikan karakter, dan pembelajaran abad ke-21. Hasil kajian menunjukkan bahwa penerapan elemen permainan seperti poin, level, tantangan, lencana, dan umpan balik dalam jurnal harian dapat meningkatkan motivasi intrinsik, kesadaran reflektif, serta kolaborasi antara guru, siswa, dan orang tua. Redesain jurnal ini menjadikan aktivitas refleksi lebih menyenangkan, kontekstual, dan bermakna, sehingga pembiasaan karakter dan pembelajaran bahasa dapat berjalan sejalan dengan dunia digital anak. Implikasi penelitian ini menegaskan bahwa jurnal harian berbasis gamifikasi berpotensi menjadi media inovatif dalam memperkuat pendidikan karakter sekaligus meningkatkan motivasi dan keterampilan literasi peserta didik di era digital.

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Journal Info

Abbrev

pendas

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Description

Pendas : Jurnah Ilmiah Pendidikan Dasar is a journal published twice a year, namely in June and December that aims to be a forum for scientific publications to pour ideas and studies complemented with the results of research related to primary school education. To achieve this, basic education ...