This study aims to develop and test the feasibility of an interactive, website-based history learning medium called “Ekspedisi Nusantara,” which is integrated with a narrative gamification system to address students' boredom and low historical awareness. The research methodology employs a Research and Development (R&D) approach, adapting the ADDIE model and focusing on the first three phases: Analysis, Design, and Development. The development stage involved expert judgment to test the prototype’s validity. Data collection was conducted using a modified four-point Likert scale questionnaire without a neutral option to minimize bias. Data analysis employed quantitative descriptive statistical techniques to calculate the feasibility percentage. The research results show that the developed media received a score of 95.00% from media experts and 98.33% from content experts. Based on the feasibility conversion criteria, both scores fall into the “Highly Feasible” category. The narrative gamification approach through digital badges and tiered missions on the Google Sites platform proved capable of transforming passive textual history material into an active digital expedition. In conclusion, “Ekspedisi Nusantara” is highly valid and suitable for implementation as an interactive learning innovation that accommodates the digital characteristics of Generation Z high school students. Keywords: interactive website media; gamification; history learning; Google Sites
Copyrights © 2026