Optimizing Students' Metacognitive Abilities through Educational Games Jejak Nusantara in Science Learning

Low metacognitive abilities and suboptimal utilization of technology based learning media in science subjects in elementary schools. This condition impacts low motivation, student learning outcomes, and a lack of media variations that suit their needs and learning styles. This study aims to develop and test the effectiveness of the Jejak Nusantara Educational Game Learning Media in improving higher order thinking skills, especially the analysis, evaluation, and creativity aspects of fifth grade students. The method used is research and development (R&D) with the ADDIE model, using a one group pretest posttest design. The trial subjects included three experts (content, design, and learning media) and 30 fifth grade elementary school students. The effectiveness of the media was measured using an A/B test to measure the significance of the increase in pretest and posttest scores. The results showed that the developed media met the criteria of excellent content, design, and technical validity, effectively improving students' metacognitive abilities and learning motivation. The Jejak Nusantara Educational Game is suitable for use as an innovative learning medium that can support the development of higher order thinking skills and technology based learning in elementary schools. The implications of this research indicate that integrating educational game based learning media can be a strategic approach to increasing students' cognitive engagement in the learning process. The Jejak Nusantara game has been shown to encourage students to be more active in planning, monitoring, and evaluating their understanding of science material, which is the core of metacognitive abilities.

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Publication Details

Journal
Jurnal Penelitian dan Pengembangan Sains dan Humaniora
Published
2025-07-25
DOI
https://doi.org/10.23887/jppsh.v9i2.98414
Primary Topic
Educational Games and Gamification
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article
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article

Optimizing Students' Metacognitive Abilities through Educational Games Jejak Nusantara in Science Learning

I Gde Wawan Sudatha, Indra Saputra
Jurnal Penelitian dan Pengembangan Sains dan Humaniora
Educational Games and Gamification
article

Optimizing Students' Metacognitive Abilities through Educational Games Jejak Nusantara in Science Learning

I Gde Wawan Sudatha, Indra Saputra
article en

Abstract

Low metacognitive abilities and suboptimal utilization of technology based learning media in science subjects in elementary schools. This condition impacts low motivation, student learning outcomes, and a lack of media variations that suit their needs and learning styles. This study aims to develop and test the effectiveness of the Jejak Nusantara Educational Game Learning Media in improving higher order thinking skills, especially the analysis, evaluation, and creativity aspects of fifth grade students. The method used is research and development (R&D) with the ADDIE model, using a one group pretest posttest design. The trial subjects included three experts (content, design, and learning media) and 30 fifth grade elementary school students. The effectiveness of the media was measured using an A/B test to measure the significance of the increase in pretest and posttest scores. The results showed that the developed media met the criteria of excellent content, design, and technical validity, effectively improving students' metacognitive abilities and learning motivation. The Jejak Nusantara Educational Game is suitable for use as an innovative learning medium that can support the development of higher order thinking skills and technology based learning in elementary schools. The implications of this research indicate that integrating educational game based learning media can be a strategic approach to increasing students' cognitive engagement in the learning process. The Jejak Nusantara game has been shown to encourage students to be more active in planning, monitoring, and evaluating their understanding of science material, which is the core of metacognitive abilities.

Jurnal Penelitian dan Pengembangan Sains dan HumanioraVol. 9(2)
Universitas Pendidikan Ganesha (ID)
Openalex Percentile: Top 71%
Educational Games and Gamification
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Optimizing Students' Metacognitive Abilities through Educational Games Jejak Nusantara in Science Learning — I Gde Wawan Sudatha, Indra Saputra · Jurnal Penelitian dan Pengembangan Sains dan Humaniora (2025) | TGRS Research Map | TGRS