DEVELOPMENT OF SOCIAL STUDIES LEARNING THROUGH ROLE PLAYING GAMIFICATION ASSISTED BY PUPPET MEDIA TO INCREASE COLLABORATIVE STUDENTS OF CLASS 7G UM LABORATORY JUNIOR HIGH SCHOOL

This article proposes an innovative approach by combining gamification, role-playing, and puppet media to increase student engagement in group discussions in social studies learning. The Design Thinking method used shows a systematic framework for designing and developing effective learning media. However, this article could have made clearer the challenges faced during implementation and how to overcome them. Although the pilot test results showed significant improvement, the article could have further analyzed the impact of this method on students' understanding of the material. Overall, this article makes a good contribution to the development of learning strategies that are interactive and relevant to the needs of today's students.

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Publication Details

Journal
Jurnal Teknologi Pendidikan Jurnal Penelitian dan Pengembangan Pembelajaran
Published
2025-07-30
DOI
https://doi.org/10.33394/jtp.v10i3.15848
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00

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article

DEVELOPMENT OF SOCIAL STUDIES LEARNING THROUGH ROLE PLAYING GAMIFICATION ASSISTED BY PUPPET MEDIA TO INCREASE COLLABORATIVE STUDENTS OF CLASS 7G UM LABORATORY JUNIOR HIGH SCHOOL

Arista Wati, Linda Rahayu, Erna Sari, Bayu Kurniawan et al.
Jurnal Teknologi Pendidikan Jurnal Penelitian dan Pengembangan Pembelajaran
Educational Methods and Media Use
article

DEVELOPMENT OF SOCIAL STUDIES LEARNING THROUGH ROLE PLAYING GAMIFICATION ASSISTED BY PUPPET MEDIA TO INCREASE COLLABORATIVE STUDENTS OF CLASS 7G UM LABORATORY JUNIOR HIGH SCHOOL

Arista Wati, Linda Rahayu, Erna Sari, Bayu Kurniawan, Dista Ayu Umdatul Choiroh
article en

Abstract

This article proposes an innovative approach by combining gamification, role-playing, and puppet media to increase student engagement in group discussions in social studies learning. The Design Thinking method used shows a systematic framework for designing and developing effective learning media. However, this article could have made clearer the challenges faced during implementation and how to overcome them. Although the pilot test results showed significant improvement, the article could have further analyzed the impact of this method on students' understanding of the material. Overall, this article makes a good contribution to the development of learning strategies that are interactive and relevant to the needs of today's students.

Jurnal Teknologi Pendidikan Jurnal Penelitian dan Pengembangan PembelajaranVol. 10(3)
State University of Malang (ID)
Universitas Negeri Malang
Openalex Percentile: Top 63%
Educational Methods and Media Use
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