Gamification in Science Learning to Improve Student Literacy

Nur Annisaa Septiani(1), Rosita Putri Rahmi Haerani(2*), Erna Suhartini(3),


(1) Universitas Mulawarman Samarinda
(2) Universitas Mulawarman Samarinda
(3) Universitas Mulawarman Samarinda
(*) Corresponding Author

Abstract


This research is based on the low science literacy skills of students based on the results of research conducted by the Program for International Student Assessment (PISA) in 2022. This study aims to determine the effectiveness of educational game-based science learning on students' science literacy. This educational game development uses the Research & Development method with the ADDIE development model (analysis, design, development, implementation, evaluation) which produces an educational game that can be accessed without using an application. Data collection is done by providing feasibility instruments, observation sheets, test questions and distributing questionnaires. This educational game has been assessed for feasibility by 2 material experts with a score of 90% in the very feasible category, and 2 media experts with a score of 88% in the very feasible category. The feasibility test was also carried out through a small-scale trial of 96% very feasible category, then the student feasibility assessment on a large-scale trial with 28 respondents obtained a value of 94% very feasible category and a feasibility assessment from the teacher of 98% very feasible category. The n-gain test results showed an increase of 0.573 with a moderate category. The use of this educational game in learning can improve students' science literacy.


Keywords


Educational Games Genially Science Literacy Gamification

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DOI: 10.24235/sc.educatia.v13i1.17657

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