DEVELOPMENT OF SMART NUTRITION GAMIFICATION MEDIA TO IMPROVE NUMERACY LITERACY IN ELEMENTARY SCHOOLS

Nutritional problems and low numeracy literacy among elementary school students in Indonesia remain critical challenges that affect both academic achievement and health-related behaviors. This study aimed to develop a digital gamification-based learning media called Smart Nutrition to improve students’ numeracy literacy in the context of the Free Nutritious Meal Program. The research employed the ADDIE development model, consisting of analysis, design, and development phases, followed by expert validation. The media content integrated calorie counting, portion estimation, and interpretation of nutrition labels into gamified missions featuring points, badges, levels, leaderboards, and instant feedback. Validation by experts in media and content resulted in an average score of 94%, indicating that the product was categorized as very valid. These results suggest that the Smart Nutrition prototype is a feasible and innovative digital learning tool that combines gamification and nutrition-based numeracy content, and is ready for further trials on practicality and effectiveness in classroom settings.

Authors

Publication Details

Journal
Prima Magistra Jurnal Ilmiah Kependidikan
Published
2025-09-19
DOI
https://doi.org/10.37478/jpm.v6i4.5920
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
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article

DEVELOPMENT OF SMART NUTRITION GAMIFICATION MEDIA TO IMPROVE NUMERACY LITERACY IN ELEMENTARY SCHOOLS

Nurhadiansyah Nurhadiansyah, Ratri Nuryani Qudwatullathifah, Florentina Bete, Nazma Amatul Qudus
Prima Magistra Jurnal Ilmiah Kependidikan
Educational Methods and Media Use
article

DEVELOPMENT OF SMART NUTRITION GAMIFICATION MEDIA TO IMPROVE NUMERACY LITERACY IN ELEMENTARY SCHOOLS

Nurhadiansyah Nurhadiansyah, Ratri Nuryani Qudwatullathifah, Florentina Bete, Nazma Amatul Qudus
article en

Abstract

Nutritional problems and low numeracy literacy among elementary school students in Indonesia remain critical challenges that affect both academic achievement and health-related behaviors. This study aimed to develop a digital gamification-based learning media called Smart Nutrition to improve students’ numeracy literacy in the context of the Free Nutritious Meal Program. The research employed the ADDIE development model, consisting of analysis, design, and development phases, followed by expert validation. The media content integrated calorie counting, portion estimation, and interpretation of nutrition labels into gamified missions featuring points, badges, levels, leaderboards, and instant feedback. Validation by experts in media and content resulted in an average score of 94%, indicating that the product was categorized as very valid. These results suggest that the Smart Nutrition prototype is a feasible and innovative digital learning tool that combines gamification and nutrition-based numeracy content, and is ready for further trials on practicality and effectiveness in classroom settings.

Prima Magistra Jurnal Ilmiah KependidikanVol. 6(4)
Openalex Percentile: Top 63%
Educational Methods and Media Use
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