A G-Bond Development: Gamification Media to Improve Literacy, Visualization, and Numeracy in Chemical Bond Learning in High School

Objective: This study aims to develop and evaluate G-Bond, a gamification-based learning media designed to improve students' literacy, visualisation, and numeracy skills in learning chemical bonds. Methods: The research uses a Research and Development (R&D) approach with a 4D (Define, Design, Develop, Disseminate) model, limited to the development stage. A total of 35 high school students in Gresik Regency participated in the pretest-posttest design of one group. Five experts carry out validation through content assessment, design, and visualisation. Practicality was tested through a student questionnaire, and effectiveness was measured using an N-Gain score. Results: The G-Bond application obtained a perfect validity score (average = 5), was rated very practical (95.14%), and showed moderate to high effectiveness in improving literacy (N-Gain = 0.34), numeracy (0.34), and visualisation (0.74). The most significant improvement occurs in the visualisation aspect. Novelty: G-Bond is the first gamification medium to simultaneously integrate three main skills in one interactive platform based on the topic of chemical bonding. Unlike previous media that focused only on a single aspect or were less connected to the curriculum, G-Bond presents relevant and adaptive game-based contextual challenges for both online and offline learning. Future integration with Augmented Reality (AR) and AI technologies is proposed to enhance immersive and personalised learning experiences.

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Publication Details

Journal
IJORER International Journal of Recent Educational Research
Published
2025-05-29
DOI
https://doi.org/10.46245/ijorer.v6i3.827
Primary Topic
Educational Games and Gamification
Type
article
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article

A G-Bond Development: Gamification Media to Improve Literacy, Visualization, and Numeracy in Chemical Bond Learning in High School

Rusly Hidayah, Achmad Lutfi, Novia Andriani, Kusumawati Dwiningsih et al.
IJORER International Journal of Recent Educational Research
Educational Games and Gamification
article

A G-Bond Development: Gamification Media to Improve Literacy, Visualization, and Numeracy in Chemical Bond Learning in High School

Rusly Hidayah, Achmad Lutfi, Novia Andriani, Kusumawati Dwiningsih, Sukarmin Sukarmin, Rizal Fathoni
article en

Abstract

Objective: This study aims to develop and evaluate G-Bond, a gamification-based learning media designed to improve students' literacy, visualisation, and numeracy skills in learning chemical bonds. Methods: The research uses a Research and Development (R&D) approach with a 4D (Define, Design, Develop, Disseminate) model, limited to the development stage. A total of 35 high school students in Gresik Regency participated in the pretest-posttest design of one group. Five experts carry out validation through content assessment, design, and visualisation. Practicality was tested through a student questionnaire, and effectiveness was measured using an N-Gain score. Results: The G-Bond application obtained a perfect validity score (average = 5), was rated very practical (95.14%), and showed moderate to high effectiveness in improving literacy (N-Gain = 0.34), numeracy (0.34), and visualisation (0.74). The most significant improvement occurs in the visualisation aspect. Novelty: G-Bond is the first gamification medium to simultaneously integrate three main skills in one interactive platform based on the topic of chemical bonding. Unlike previous media that focused only on a single aspect or were less connected to the curriculum, G-Bond presents relevant and adaptive game-based contextual challenges for both online and offline learning. Future integration with Augmented Reality (AR) and AI technologies is proposed to enhance immersive and personalised learning experiences.

IJORER International Journal of Recent Educational ResearchVol. 6(3)
Universitas Negeri Surabaya (ID), Sabah Environmental Trust (MY), Universitas Muhammadiyah Sidoarjo (ID), Universitas Darul Ulum (ID)
Openalex Percentile: Top 71%
Educational Games and Gamification
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