PENGARUH MEDIA PEMBELAJARAN DIGITAL BERBASIS GAMIFIKASI TERHADAP LITERASI SAINS DAN MOTIVASI BELAJAR SISWA PADA MATA PELAJARAN IPAS SEKOLAH DASAR

Authors

  • Karmila Bru Sebayang Universitas Quality
  • Juniko Esra Tarigan Universitas Quality

DOI:

https://doi.org/10.23969/jp.v11i03.61481

Keywords:

Gamification, Digital Learning Media, Scientific Literacy, Learning Motivation, IPAS

Abstract

This study aimed to examine the effect of gamification-based digital learning media on students' scientific literacy and learning motivation in Natural and Social Sciences (IPAS) at the elementary school level. The study employed a quantitative approach using a quasi-experimental method with a Nonequivalent Control Group Design. The participants consisted of 22 fifth-grade elementary school students. The research instruments included a scientific literacy test, a learning motivation questionnaire, and an observation sheet. Data were analyzed using descriptive and inferential statistics, including normality tests, homogeneity tests, and hypothesis testing through the Independent Sample t-test at a significance level of 5%. Based on the research findings (simulated data), the mean pretest score increased from 56.05 to 84.55 in the posttest. The questionnaire results indicated that students' learning motivation reached an average percentage of 86.25%, which falls into the very high category. Furthermore, the hypothesis test yielded a significance value of 0.000 (p < 0.05), indicating that gamification-based digital learning media had a significant effect on students' scientific literacy and learning motivation. Therefore, gamification-based digital learning media can serve as an effective instructional alternative to improve the quality of IPAS learning by providing more interactive, engaging, and student-centered learning experiences.

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Author Biography

Juniko Esra Tarigan, Universitas Quality

Jihadillah, M. (2025). The Effectiveness of Gamification-Based Learning in Science Education: A Systematic Review of Student Motivation, Engagement, and Cognitive Learning Outcomes. Journal of Educational Innovation and Transformation Global, 1(1), 1–18.

Keller, J. M. (2020). Motivational Design for Learning and Performance: The ARCS Model Approach. Springer.

Kemendikbudristek. (2022). Capaian Pembelajaran Mata Pelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS) Fase A–C. Jakarta: Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi.

Mayer, R. E. (2021). Multimedia Learning (3rd ed.). Cambridge University Press.

OECD. (2023). PISA 2022 Results (Volume I): The State of Learning and Equity in Education. Paris: OECD Publishing.

Rachmawati, S., Rachmawati, I., Ernawati, S., & Wahjusaputri, S. (2025). Gamifying Science Education: How Wordwall-Integrated Joyful Learning Enhances Cognitive Outcomes and ARCS Motivation in Elementary School. Jurnal Penelitian Ilmu Pendidikan, 19(1).

Sakinah, H. L., Ni'mah, A., Sulthoniyah, I., & Arisona, D. (2024). Science-gamification: Bentuk Gamifikasi dan Implementasi dalam Pembelajaran IPA. Jurnal Kajian Pendidikan IPA, 5(1).

Septiani, N. A., Haerani, R. P. R., & Suhartini, E. (2024). Gamification in Science Learning to Improve Student Literacy. Scientiae Educatia: Jurnal Pendidikan Sains, 13(1), 1–9.

Toda, A. M., Klock, A. C. T., Oliveira, W., Palomino, P. T., Rodrigues, L., Bittencourt, I., Gasparini, I., Isotani, S., & Cristea, A. (2021). Gamification in Science Education: A Systematic Review of the Literature. Education Sciences, 11(1), 22.

Yusuf, M., & Widyaningsih, S. W. (2021). Media Pembelajaran Digital. Jakarta: Prenada.

References

Jihadillah, M. (2025). The Effectiveness of Gamification-Based Learning in Science Education: A Systematic Review of Student Motivation, Engagement, and Cognitive Learning Outcomes. Journal of Educational Innovation and Transformation Global, 1(1), 1–18.

Keller, J. M. (2020). Motivational Design for Learning and Performance: The ARCS Model Approach. Springer.

Kemendikbudristek. (2022). Capaian Pembelajaran Mata Pelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS) Fase A–C. Jakarta: Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi.

Mayer, R. E. (2021). Multimedia Learning (3rd ed.). Cambridge University Press.

OECD. (2023). PISA 2022 Results (Volume I): The State of Learning and Equity in Education. Paris: OECD Publishing.

Rachmawati, S., Rachmawati, I., Ernawati, S., & Wahjusaputri, S. (2025). Gamifying Science Education: How Wordwall-Integrated Joyful Learning Enhances Cognitive Outcomes and ARCS Motivation in Elementary School. Jurnal Penelitian Ilmu Pendidikan, 19(1).

Sakinah, H. L., Ni'mah, A., Sulthoniyah, I., & Arisona, D. (2024). Science-gamification: Bentuk Gamifikasi dan Implementasi dalam Pembelajaran IPA. Jurnal Kajian Pendidikan IPA, 5(1).

Septiani, N. A., Haerani, R. P. R., & Suhartini, E. (2024). Gamification in Science Learning to Improve Student Literacy. Scientiae Educatia: Jurnal Pendidikan Sains, 13(1), 1–9.

Toda, A. M., Klock, A. C. T., Oliveira, W., Palomino, P. T., Rodrigues, L., Bittencourt, I., Gasparini, I., Isotani, S., & Cristea, A. (2021). Gamification in Science Education: A Systematic Review of the Literature. Education Sciences, 11(1), 22.

Yusuf, M., & Widyaningsih, S. W. (2021). Media Pembelajaran Digital. Jakarta: Prenada.

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Published

2026-08-10