PENGEMBANGAN MULTIMEDIA INTERAKTIF LIDAMWORD BERBASIS GAMES-BASED LEARNING UNTUK MENINGKATKAN LITERASI DIGITAL PESERTA DIDIK KELAS IV SEKOLAH DASAR
DOI:
https://doi.org/10.23969/jp.v10i03.32534Keywords:
Multimedia interactive, digital literacy, Microsoft Word, GBLAbstract
This research was motivated by the lack of understanding of class IV Elementary
School X city of Bandung with the uses of basic features and supporters in the
Microsoft Word and learning is still not optimal enough. This condition occurs
according to researchers because there is no interactive multimedia use.
Researchers aim to develop interactive multimedia LIDAMWORD to improve
students’ understanding of Information and Communication Engineering (ICT)
learning and make learning that attract students’ interest. The research method
used is Design and Development (D&D) with the ADDIE development model
(analyze, design, development, implementation, and evaluation). The research
instrument used is observations, interviews, study documents, and tests. Validation
outcomes of LIDAMWORD receive a value of 97.3% of the media expert, 95% of
the materially, and 86% of linguist. So that these multimedias fall into the category
that is very suitable for use by students. The results showed that the increase in
digital literacy, with an average pre-test value of 46.6 and post-test 81.1. N-gain test
shows a result of 0.63, which is currently classified, indicates that LIDAMWORD is
effective in improving digital literacy, especially in Microsoft Word material.
Downloads
References
Development Journal: Jurnal
Pengabdian Masyarakat, 5(1), 1263-
1269.
https://www.c2es.org/content/rene
wable-energy/
Mujtahid, Z., Hidayat, A. T., & Muliaman,
Khoirinisah, D., Pamungkas, A. S., &
A. (2024). Inovasi E-Multimedia
Setiawan, S. (2024).
Interaktif Fisika Berbasis STEM
Pengembangan E-LKPD Berbasis
Untuk Meningkatkan Literasi dan
Wizer. me Pada Mata Pelajaran
Keterampilan Abad 21. Kappa
Teknologi Informasi dan
Journal, 8(3), 411-420.
Komunikasi Dalam Melatih
Berpikir Komputasional Peserta
Didik Kelas IV Sekolah
Dasar. Elementary School: Jurnal
Pendidikan dan Pembelajaran ke-
SD-an, 11(2), 612-626.
Kholishoh, E. F. (2024). Pengembangan
Bahan Ajar Digital Berbasis
Model Pembelajaran Social
Inquiry untuk Meningkatkan
Literasi Digital Siswa Kelas III
Sekolah Dasar (Doctoral
dissertation, Universitas
Pendidikan Indonesia).
Kominfo. (2021). Kerangka Kerja Acuan
Penyelenggaraan Literasi Digital
2021. In -: Vol
Ministry of Communications and
Informatics. (2022). Digital
Literacy Status in 2021-2022.
November, 205–207.
Nasrullah, R., Aditya, W., Satya, T. I.,
Nento, M. N., Hanifah, N.,
Miftahussururi, & Akbari, Q. S.
(2017). Materi Pendukung Literasi
Digital. Kementerian Pendidikan
Dan Kebudayaan, 43.
http://gln.kemdikbud.go.id/glnsite
/wp-
content/uploads/2017/10/literasi-
DIGITAL.pdf
Oktavia, R. (2022). Game Based Learning
Meningkatkan Efektivitas Belajar
Siswa. OSF Preprints
Pulungan, H. K., Putri, F. A.,
Simanjuntak, A. R., Rukmana, D.
R. R., & Sipayung, E. N. (2025).
Analisis Tata Bahasa dalam
Pendahuluan Proposal Penelitian
“Inovasi Pendekatan Mirror
Neuron Berbasis Gender untuk
Pengembangan Karakter dan
Komunikasi Ilmiah Mendukung
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Pendas : Jurnal Ilmiah Pendidikan Dasar

This work is licensed under a Creative Commons Attribution 4.0 International License.
















