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PENGEMBANGAN MEDIA GAME LITERASI DAN NUMERASI DIGITAL (GELINDA) UNTUK PENGUATAN KEMAMPUAN LITERASI DAN NUMERASI SISWA KELAS 3 SD NEGERI PADARAMA PADA MATA PELAJARAN BAHASA INDONESIA

Aug 2026 · EDUTECH Jurnal Inovasi Pendidikan Berbantuan Teknologi · 0 citations

Abstract

ABSTRACT The need to create learning experiences that connect information comprehension with the use of numerical concepts underlies the development of the Digital Literacy and Numeracy Game (GELINDA). The media was designed for Grade III Indonesian language learning by integrating reading, information comprehension, and numeracy problem-solving activities through a digital game. The product was developed using the Research and Development (R&D) method and the ADDIE model, comprising Analysis, Design, Development, Implementation, and Evaluation, involving 20 third-grade students at SD Negeri Padarama. Product feasibility was assessed by media and language experts and a subject matter expert, while the quality of the test instrument was reviewed by an instrument expert. Practicality was determined through teacher and student responses, whereas effectiveness was examined using a One-Group Pretest–Posttest design. GELINDA was categorized as highly feasible by the media and language experts and the subject matter expert, while the test instrument was considered feasible. User responses also placed the media in the highly practical category. Students’ abilities improved significantly after using the media, with an N-Gain score of 0.5740 or 57.3961%, which falls within the moderate or fairly effective category. These findings position GELINDA as an alternative digital learning medium that can connect Indonesian language instruction with the development of literacy and numeracy skills in a more contextual learning experience. ABSTRAK Kebutuhan untuk menghadirkan pengalaman belajar yang menghubungkan kemampuan memahami informasi dengan penggunaan konsep numerik menjadi salah satu pertimbangan dalam pengembangan Game Literasi dan Numerasi Digital (GELINDA). Media ini dirancang untuk pembelajaran Bahasa Indonesia kelas III dengan memadukan aktivitas membaca, memahami informasi, dan penyelesaian persoalan numerasi melalui permainan digital. Produk dikembangkan melalui metode Research and Development (R&D) menggunakan model ADDIE yang meliputi Analysis, Design, Development, Implementation, dan Evaluation, dengan melibatkan 20 siswa kelas III SD Negeri Padarama. Kelayakan produk diperiksa oleh ahli media dan bahasa serta ahli materi, sementara kualitas instrumen ditelaah oleh ahli instrumen soal. Kepraktisan diketahui melalui respons guru dan siswa, sedangkan efektivitas ditinjau menggunakan desain One-Group Pretest–Posttest. GELINDA memperoleh kategori sangat layak dari ahli media dan bahasa serta ahli materi, sedangkan instrumen soal dinyatakan layak. Respons pengguna juga menempatkan media pada kategori sangat praktis. Perubahan kemampuan siswa setelah penggunaan media terbukti signifikan, dengan nilai N-Gain 0,5740 atau 57,3961% yang termasuk kategori sedang atau cukup efektif. Temuan tersebut menempatkan GELINDA sebagai alternatif media digital yang dapat digunakan untuk mempertemukan pembelajaran Bahasa Indonesia dengan penguatan literasi dan numerasi secara lebih kontekstual.

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