RANCANG BANGUN DIGITAL LEARNING SYSTEM (DLS) BERBASIS GAMIFIKASI MENGGUNAKAN METODE GAME DEVELOPMENT LIFE CYCLE (GDLC)

Rocky Ardiansyah Yudistira Putra

Abstract


Digital education is one of the important components in the implementation of the Independent Curriculum in Indonesia. However, the main challenge arises when elementary school students tend to spend more time playing than studying. To overcome this, the development of a gamification-based Digital Learning System (DLS) can be an effective solution. DLS allows students to learn independently and interactively with the support of digital technology, while gamification offers game elements that make the learning process more interesting and enjoyable. In English learning, gamification-based DLS helps students develop vocabulary, grammar, and communication skills in a fun and structured way. Through the application of challenges, rewards, and levels, students are invited to be actively involved in learning, increasing their motivation and learning outcomes. This DLS is not only relevant to the needs of elementary school children who like games, but also supports the achievement of the objectives of the Independent Curriculum, which focuses on flexibility and contextualization of education. This abstract highlights the importance of gamification-based DLS as an interesting and effective English learning innovation for elementary school students in the digital era.

Keywords


digital education, Independent Curriculum, Digital Learning System, gamification, English learning, elementary madrasah

Full Text:

PDF

References


R. P. Sari, N. B. Tusyantari, and M. Suswandari, “Dampak Pembelajaran Daring Bagi Siswa Sekolah Dasar Selama Covid-19,” Prima Magistra J. Ilm. Kependidikan, vol. 2, no. 1, pp. 9–15, 2021.

S. Ahmadi and Syahrani, “Pelaksanaan Pembelajaran Di STAI Rakha Sebelum, Semasa Dan Sesudah Pandemi Covid-19,” J. Educ., vol. 2, no. 1, pp. 51–63, 2022.

T. N. Azis, “Strategi Pembelajaran Era Digital,” Annu. Conf. Islam. Educ. Soc. Sains (ACIEDSS 2019), vol. 1, no. 2, pp. 308–318, 2019.

H. N. Jaya, N. Idhayani, and Nasir, “Manajemen Pembelajaran untuk Menciptakan Suasana Belajar Menyenangkan di Masa New Normal,” J. Obs. J. Pendidik. Anak Usia Dini, vol. 5, no. 2, pp. 1566–1576, 2021.

Z. Maiza and N. Nurhafizah, “Pengembangan Keprofesian Berkelanjutan dalam Meningkatkan Profesionalisme Guru Pendidikan Anak Usia Dini,” J. Obs. J. Pendidik. Anak Usia Dini, vol. 3, no. 2, p. 356, 2019.

H. Istiqomah and S. Suyadi, “Perkembangan Fisik Motorik Anak Usia Sekolah Dasar Dalam Proses Pembelajaran (Studi Kasus Di Sd Muhammadiyah Karangbendo Yogyakarta),” El Midad J. PGMI, vol. 11, no. 2, pp. 155–168, 2019.

N. Veronica, “Permainan Edukatif Dan perkembangan kognitif Anak Usia Dini,” Pedagog. J. Anak Usia Dini dan Pendidik. Anak Usia Dini, vol. 4, no. 2, pp. 49–55, 2018.

A. Saputra et al., “Dampak Game Online Terhadap Anak-Anak Pada Masa Pandemi Covid-19,” J. Kreat. Mhs. Inform., vol. 3, no. 1, pp. 32–35, 2022.

R. Windawati and H. D. Koeswanti, “Pengembangan Game Edukasi Berbasis Android untuk Meningkatkan hasil Belajar Siswa di Sekolah Dasar,” J. Basicedu, vol. 5, no. 2, pp. 1027–1038, 2021.

R. Ramadan and Y. Widyani, “Game Development Life Cycle Guidelines,” Int. Conf. Adv. Comput. Sci. Inf. Syst. ICACSIS 2013, pp. 95–100.

J. Enstein, V. R. Bulu, and R. L. Nahak, “Pengembangan Media Pembelajaran Game Edukasi Bilangan Pangkat dan Akar menggunakan Genially,” J. Jendela Pendidik., vol. 2, no. 1, pp. 101–109, 2022.

A. A. Saputra, F. N. Putra, and R. D. R. Yusron, “Pembuatan Game Edukasi Pengenalan Kebudayaan Indonesia Menggunakan Metode Game Development Life Cycle ( GDLC ) Berbasis Android,” J. Autom. Comput. Inf. Syst., vol. 2, no. 1, pp. 66–73, 2022.

R. Janata, A. T. Priandika, and R. D. Gunawan, “Pengembangan Game Petualangan Edukasi Pengenalan Satwa Dilindungi Di Indonesia Menggunakan,” J. Inform. dan Rekayasa Perangkat Lunak, vol. 3, no. 3, pp. 286–294, 2022.

S. Wahyu, “Penerapan Metode Game Development Life Cycle Pada Pengembangan Aplikasi Game Pembelajaran Budi Pekerti,” SKANIKA Sist. Komput. dan Tek. Inform., vol. 5, no. 1, pp. 82–92, 2022.

A. S. Rahman and I. G. Anugrah, “Pengembangan Game Edukasi Pencegahan COVID-19 Menggunakan Metode Game Development Life Cycle,” Ilk. J. Comput. Sci. Appl. Informatics, vol. 4, no. 1, pp. 42–52, 2022.

E. Riyandana, M. G. A. Ars, and A. Surahman, “Rancang Bangun Aplikasi Game Edukasi Kosakata Baku Dalam Bahasa Indonesia Di Tingkat Sekolah Dasar (Studi Kasus Sd Negeri 1 Way Petai Lampung Barat),” J. Inform. dan Rekayasa Perangkat Lunak, vol. 3, no. 2, pp. 213–225, 2022.




DOI: http://dx.doi.org/10.22441/format.2024.v13.i1.007

Refbacks

  • There are currently no refbacks.


Copyright (c) 2024 Format : Jurnal Ilmiah Teknik Informatika

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

Format : Jurnal Ilmiah Teknik Informatika
Fakultas Ilmu Komputer Universitas Mercu Buana
Jl. Raya Meruya Selatan, Kembangan, Jakarta 11650
Tlp./Fax: +62215840816
http://publikasi.mercubuana.ac.id/index.php/format

p-ISSN: 2089-5615
e-ISSN: 2722-7162

 Lisensi Creative Commons
Ciptaan disebarluaskan di bawah Lisensi Creative Commons Atribusi-NonKomersial 4.0 Internasional.

View My Stats