Pendas : Jurnah Ilmiah Pendidikan Dasar
Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish

INOVASI KURIKULUM LITERASI DIGITAL BERBASIS GAMIFIKASI UNTUK SISWA BERKEBUTUHAN KHUSUS DI SEKOLAH DASAR INKLUSIF

Wizerti Ariastuti Saleh (Unknown)
Siti Raihan (Unknown)



Article Info

Publish Date
16 May 2026

Abstract

AbThis study explores the implementation of a gamification-based digital literacy curriculum for students with special needs at SDN Unggulan Mongisidi 1 Makassar. Using a qualitative case study approach, data were collected through in-depth interviews, participatory observation, and FGD with the principal, special assistant teachers, classroom teachers, students, and parents. Data were analyzed using the Miles, Huberman, and SaldaƱa model. The findings reveal three main results: (1) implementation follows five stages: planning, socialization, phased application of gamification elements (points, badges, leaderboards, levels, challenges), individual assistance, and continuous evaluation; (2) student responses were highly positive with 100% enthusiasm, increased focus (ADHD students from 15 to 40 minutes), and improved learning independence; (3) challenges include limited devices and teacher preparation time, while support comes from school leadership, teacher collaboration, and parent participation. This study provides a contextual understanding of gamification curriculum implementation in inclusive elementary schools.

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Journal Info

Abbrev

pendas

Publisher

Subject

Other

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 ...