PENGEMBANGAN MULTIMEDIA INTERAKTIF LIDAMWORD BERBASIS GAMES-BASED LEARNING UNTUK MENINGKATKAN LITERASI DIGITAL PESERTA DIDIK KELAS IV SEKOLAH DASAR

Authors

  • Dwi Laula Amirullah Universitas Pendidikan Indonesia
  • Rina Heryan Universitas Pendidikan Indonesia
  • Lea Christina Universitas Pendidikan Indonesia

DOI:

https://doi.org/10.23969/jp.v10i03.32534

Keywords:

Multimedia interactive, digital literacy, Microsoft Word, GBL

Abstract

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.

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Published

2025-08-20