Implementasi Gamifikasi pada Android untuk Penguatan Materi Siswa Sekolah Dasar (SD)

Education at the elementary school level is a crucial foundation for shaping students' character and knowledge. However, challenges such as a lack of motivation and student engagement often hinder effective learning processes. To address this issue, a study conducted at SDN 07 Bengkulu Tengah explored the implementation of gamification through an Android application as a tool to reinforce lesson material. Research by Boedy I and colleagues in 2024 indicated that applying gamification in mathematics learning can enhance student interest. Additionally, Nathaniel, V. (2023) found that Android-based applications can strengthen students' understanding of fundamental concepts. Through a structured implementation method that includes needs analysis, application development, training, and evaluation, this program successfully demonstrated significant improvements in student motivation and learning outcomes. Evaluation results showed that the average student score increased from 66.4 to 79.2 after the implementation of gamification. Furthermore, satisfaction surveys indicated that 88% of students and 85% of teachers felt happier and more supported with the use of the gamification application. This research is expected to serve as a model for developing more innovative teaching methods in other schools, thereby enhancing the overall quality of education.

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Publication Details

Journal
JPM Jurnal Pengabdian Masyarakat
Published
2025-04-17
DOI
https://doi.org/10.52434/jpm.v4i1.41843
Primary Topic
Blockchain Technology in Education and Learning
Type
article
Field-Weighted Citation Impact
0.00
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article

Implementasi Gamifikasi pada Android untuk Penguatan Materi Siswa Sekolah Dasar (SD)

Dian Ratna Puspananda, Siska Puspitaningsih, Ahmad Amīn, Muhammad Rinov et al.
JPM Jurnal Pengabdian Masyarakat
Blockchain Technology in Education and Learning
article

Implementasi Gamifikasi pada Android untuk Penguatan Materi Siswa Sekolah Dasar (SD)

Dian Ratna Puspananda, Siska Puspitaningsih, Ahmad Amīn, Muhammad Rinov, Boedy Irhatanto, Day Ramadhani Amir, Mutia Putri, Adam Hendrawan
article en

Abstract

Education at the elementary school level is a crucial foundation for shaping students' character and knowledge. However, challenges such as a lack of motivation and student engagement often hinder effective learning processes. To address this issue, a study conducted at SDN 07 Bengkulu Tengah explored the implementation of gamification through an Android application as a tool to reinforce lesson material. Research by Boedy I and colleagues in 2024 indicated that applying gamification in mathematics learning can enhance student interest. Additionally, Nathaniel, V. (2023) found that Android-based applications can strengthen students' understanding of fundamental concepts. Through a structured implementation method that includes needs analysis, application development, training, and evaluation, this program successfully demonstrated significant improvements in student motivation and learning outcomes. Evaluation results showed that the average student score increased from 66.4 to 79.2 after the implementation of gamification. Furthermore, satisfaction surveys indicated that 88% of students and 85% of teachers felt happier and more supported with the use of the gamification application. This research is expected to serve as a model for developing more innovative teaching methods in other schools, thereby enhancing the overall quality of education.

JPM Jurnal Pengabdian MasyarakatVol. 4(1)
Universitas Bojonegoro (ID)
Openalex Percentile: Top 86%
Blockchain Technology in Education and Learning
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Implementasi Gamifikasi pada Android untuk Penguatan Materi Siswa Sekolah Dasar (SD) — Dian Ratna Puspananda, Siska Puspitaningsih, et al. · JPM Jurnal Pengabdian Masyarakat (2025) | TGRS Research Map | TGRS