Enhancing Science Learning in Primary Schools: Development of Interactive Edu-Game Multimedia to Boost Student Motivation and Achievement

Sella Oktania, Windatul Hasanah, Lukmanul Hakim, Atin Fatimah

Abstract


The use of traditional learning media in elementary science education often fails to foster active participation or stimulate student motivation, leading to suboptimal learning outcomes. To address this, the development of interactive, game-based multimedia is proposed as a more engaging alternative. This study employed a Research and Development (R&D) approach using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The participants were second-grade students from an elementary school in Serang City. Data were collected through validity and practicality instruments, motivation questionnaires, learning outcomes tests, and observation sheets. The developed educational game-based interactive multimedia was validated by experts and deemed suitable for classroom use. Student feedback indicated high practicality, with 93% of learners responding positively. The multimedia tool significantly improved student motivation by 33.3% and science learning outcomes by 88%. The findings demonstrate that incorporating educational games into multimedia learning tools can effectively enhance both engagement and academic performance in elementary science education. The digital format aligns with current technological trends and meets learners' needs more effectively than traditional media. Educational game-based interactive multimedia is a valid, practical, and effective solution for improving student motivation and learning outcomes in elementary science education.

Keywords


Educational games; Interactive Learning Multimedia; Learning Motivation; Learning Results

Full Text:

PDF

References


Bernard, J., Hutter, M., Zeppelzauer, M., Fellner, D., & Sedlmair, M. (2018). Comparing Visual-Interactive Labeling with Active Learning: An Experimental Study. IEEE Transactions on Visualization and Computer Graphics, 24(1). https://doi.org/10.1109/TVCG.2017.2744818

Chang, Y. S. (2021). Applying the arcs motivation theory for the assessment of ar digital media design learning effectiveness. Sustainability (Switzerland), 13(21). https://doi.org/10.3390/su132112296

Dilaines, LE ., Astuti, E., & Yusdita, EE . (2024). Peningkatan Hasil Belajar Siswa Melalui Modul Daring yang Akurat dengan Model ADDIE. Jurnal Teknologi Pendidikan, 8 (2), 275–286. https://doi.org/10.23887/jet.v8i2.67576

Efe, H., & Umdu Topsakal, Ü. (2024). A meta-synthesis study in interactive learning environments: digital games in health education. In Interactive Learning Environments (Vol. 32, Issue 4). https://doi.org/10.1080/10494820.2022.2120016

Gupta, S. (2023). Development Education in Digital Era. Proceeding International Conference on Science and Engineering, 11(1). https://doi.org/10.52783/cienceng.v11i1.266

Hidayat, A., & Nur, M. (2022). Game Animasi Animal Karambol Berbasis Aplikasi Android untuk Meningkatkan Pengetahuan Sains pada Anak. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 6(6). https://doi.org/10.31004/obsesi.v6i6.3277

Hong, J.-C., Chuang, C.-Y., & Sher, Y. (2021). Effects and Motivation/Engagement of an Interactive Digital Game for Special Education Students in Elementary School: A Case Study Analysis. Journal of Rehabilitation Practices and Research, 2(1). https://doi.org/10.33790/jrpr1100118

Imanulhaq, R., & Pratowo, A. (2022). Edugame Wordwall : Inovasi Pembelajaran Matematika di Madrasah Ibtidaiyah. Jurnal Pedagogos : Jurnal Pendidikan STKIP Bima, 4(1). https://doi.org/10.33627/gg.v4i1.639

Justitia, A., Zaman, B., Hendradi, R., Retrialisca, F., & Salim, R. (2021). Training of kahoot! As an interactive game-based learning evaluation platform for students. Darmabakti Cendekia: Journal of Community Service and Engagements, 3(1). https://doi.org/10.20473/dc.v3.i1.2021.19-23

Kale, F., Situmorang, R. P., & Hastuti, S. P. (2021). Development of Mobile Learning-based Edugame on Respiratory System Material to Improve Students’ Digital Literacy. Formatif: Jurnal Ilmiah Pendidikan MIPA, 11(2). https://doi.org/10.30998/formatif.v11i2.6237

Komarudin, K., Nabilla, G. A. F., Bahri, S., Puspita, L., & Afandi, M. (2022). Pengembangan Buku Saku Digital Berbasis STEM Berbantuan Appypie: Studi Terhadap Kemampuan Berpikir Kreatif Siswa. Jurnal Tadris Matematika, 5(2). https://doi.org/10.21274/jtm.2022.5.2.257-272

Mahmudin, N. S., & Saprudin, U. (2023). Pengembangan Media Pembelajaran Interaktif Pada Mata Pelajaran Informatika Kelas VII Dengan Metode Research and Development (R&D). Jurnal Informasi Dan Komputer, 11(1). https://doi.org/10.35959/jik.v11i01.408

Patra, A., Asghar, A., Chaudhary, P., & Ravi, KS (2022). Integrasi teknologi pendidikan inovatif dalam pengajaran anatomi: kenormalan baru dalam pendidikan anatomi. Anatomi bedah dan radiologi , 44 (1), 25-32. https://link.springer.com/article/10.1007/s00276-021-02868-6

Ranuharja, F., Ganefri, G., Fajri, B. R., Prasetya, F., & Samala, A. D. (2021). Development of Interactive Learning Media Edugame Using Addie Model. Jurnal Teknologi Informasi Dan Pendidikan, 14(1). https://doi.org/10.24036/tip.v14i1.412

Rati, NW., Agustiana, IGAT, & Anggreni, NMD (2024). Inovasi Digital: Bahan Ajar Tema Udara Bersih untuk Kesehatan untuk Kelas V SD. Jurnal Teknologi Pendidikan, 8 (2), 205–214. https://doi.org/10.23887/jet.v8i2.69760

Ruiz, M. F. L., Esclada, R. I., Balderama, J. H., Aguirre, A. A. I., Cutin, M. N. I., & Lozada, R. M. (2021). WISE game: wireless interactive software educational game. Indonesian Journal of Electrical Engineering and Computer Science, 23(3). https://doi.org/10.11591/ijeecs.v23.i3.pp1357-1365

Safitri, D., Suzanti, L., & Widjayatri, R. D. (2022). Persepsi Pendidik PAUD Terhadap Aplikasi EduGame MARU sebagai Alternatif Media Pembelajaran Jarak Jauh. Aulad: Journal on Early Childhood, 5(2). https://doi.org/10.31004/aulad.v5i2.369

Sudrajat, A. ., Salsabila, F. G. ., & Marini, A. . (2023). Digital-Based Flash Card to Increase Social Studies Learning Outcomes for Elementary School Students in The Fourth Grade. Journal of Education Technology, 7(2), 235–246. https://doi.org/10.23887/jet.v7i2.63327.

Tresnawati, D., Fitriani, L., & Satria, E. (2020). How can games improve intelligence for children. International Journal of Scientific and Technology Research, 9(3). https://doi.org/10.33364/miftek/v.1-1.55

Wang, C. M., Lee, B. T., & Lo, T. Y. (2023). The Design of a Novel Digital Puzzle Gaming System for Young Children’s Learning by Interactive Multi-Sensing and Tangible User Interfacing Techniques. Sustainability (Switzerland), 15(4). https://doi.org/10.3390/su15043036

Widjayatri, R. D., Suzanti, L., Sundari, N., Fitriani, Y., Nurazka, R. A., Rahmadini, F., Ichsan, R. Y., & Qotrunnida, N. (2022). EduGame Maru: Application for Early Mathematics Learning as an Alternative for Optimizing Cognitive Ability for 4-6 Years Children. EduBasic Journal: Jurnal Pendidikan Dasar, 4(1). https://doi.org/10.17509/ebj.v4i1.40684

Yeni Widiawati, Nurmaningsih Nurmaningsih, & Rahman Haryadi. (2022). Penerapan Model Pembelajaran Problem Based Learning Berbantuan Edugame Interaktif Nearpod Terhadap Kemampuan Pemecahan Masalah Matematis. Jurnal Riset Rumpun Matematika Dan Ilmu Pengetahuan Alam, 1(2). https://doi.org/10.55606/jurrimipa.v1i2.354




DOI: https://doi.org/10.35445/alishlah.v17i2.6829

Refbacks

  • There are currently no refbacks.


Copyright (c) 2025 Sella Oktania

Al-Ishlah Jurnal Pendidikan Abstracted/Indexed by:

    

 


 

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.