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Strengthening Digital Character and Social Skills Through Board Games in Social Impact Informatics Learning

International Journal of Active Learning · Vol. 10 No. 2 (2025) · hlm. 58–64

DOI
10.15294/ijal.v10i2.31678
ISSN
2528-505X
Terbit
2025-08-07
Penerbit
Universitas Negeri Semarang
Bahasa
eng

Abstrak

This study aims to develop Game-Based learning media, specifically a board game, as an innovative strategy to strengthen students' digital character and social skills in the context of the Social Impact of Informatics material. The development model used is ADDIE (Analysis, Design, Development, Implementation, Evaluation), with high school students as research subjects. The learning media were designed based on the learning outcomes of the Independent Curriculum with a focus on digital ethics, information literacy, and social responsibility as digital citizens. Validation results from material and media experts indicate that the developed board game media is feasible to use. Practical tests conducted by teachers and students demonstrated a high level of ease of use, clarity of instructions, attractiveness, and learning benefits. The effectiveness of the media was tested using a pretest-posttest design with N-Gain analysis and an independent t-test, which showed a significant increase in students' cognitive abilities and social attitudes. Observations during the learning process also strengthened aspects of cooperation, empathy, responsibility, and ethical reflection on the use of technology. This board game has been proven to facilitate cognitive understanding of the Social Impact of Informatics and foster wise digital character and relevant social competencies in the digital age. These findings contribute to contextual and meaningful informatics learning practices and offer a practical solution for values education in the digital transformation era.

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  • State University of Semarang
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Rekan penulisOrganisasiArtikel bersama
Samsudin AnisAfiliasi tidak diketahui9
Nur QudusAfiliasi tidak diketahui7
Sri Endah WahyuningsihAfiliasi tidak diketahui6
Ade Novi Nurul IhsaniAfiliasi tidak diketahui6
Sri SukamtaAfiliasi tidak diketahui5
Rini KusumawardaniAfiliasi tidak diketahui5
Muhammad KhumaediAfiliasi tidak diketahui4
Muhammad Nur FuadAfiliasi tidak diketahui4
Dwi WidjanarkoAfiliasi tidak diketahui3
Apriansyah WibowoAfiliasi tidak diketahui3
Aldo Luhung BaskoroAfiliasi tidak diketahui3
Fuat QunefiAfiliasi tidak diketahui3
Raihan Fa'iq MubarakAfiliasi tidak diketahui3
Shohihatur RohmanAfiliasi tidak diketahui3
Galang Wahid KurniawanAfiliasi tidak diketahui3
Mohamad IrfanAfiliasi tidak diketahui3
Sonhaji SonhajiAfiliasi tidak diketahui3
Ardhana Luthfi HidayattullahAfiliasi tidak diketahui3
Noor HudallahAfiliasi tidak diketahui3
Basyirun BasyirunAfiliasi tidak diketahui3
Samsudi SamsudiAfiliasi tidak diketahui3
Adhi KusumastutiAfiliasi tidak diketahui2
Tatyantoro AndrastoAfiliasi tidak diketahui2
Fitria EkariniAfiliasi tidak diketahui2
Aisya FathimahAfiliasi tidak diketahui2
M. Burhan Rubai WijayaAfiliasi tidak diketahui2
Djuniadi DjuniadiAfiliasi tidak diketahui2
Hanan Iqbal AlrahmaState University of Semarang1
Anan NugrohoState University of Semarang1
Ahmad Fashiha HastawanState University of Semarang1
Ely RudyatmiAfiliasi tidak diketahui1
Denny Firman SetiyantoAfiliasi tidak diketahui1
Pramaditya Putra Komala DewaAfiliasi tidak diketahui1
Pedro AndhikaAfiliasi tidak diketahui1
Retno MarlangenAfiliasi tidak diketahui1
Dewi MasrurohAfiliasi tidak diketahui1

Afiliasi berasal dari OpenAlex; metadata OAI-PMH jurnal tidak memuatnya. Penulis tanpa ID OpenAlex dicocokkan berdasarkan nama, sehingga dua orang bisa tergabung atau satu orang bisa terpisah.

Sumber metadata: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/journals/ijal/oai, pertama di-harvest 5 Nov 2026, terakhir terlihat 5 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en">Strengthening Digital Character and Social Skills Through Board Games in Social Impact Informatics Learning</dc:title>
	<dc:creator xml:lang="en">Puji, Nunuk Riza </dc:creator>
	<dc:creator xml:lang="en">Sutopo, Yeri</dc:creator>
	<dc:creator xml:lang="en">Supraptono , Eko</dc:creator>
	<dc:creator xml:lang="en">Arief, Ulfah Mediaty </dc:creator>
	<dc:subject xml:lang="en">Game-Based Learning, Board Game Educative, Social Impact of Informatics, Digital Characters, Social Skills</dc:subject>
	<dc:description xml:lang="en">This study aims to develop Game-Based learning media, specifically a board game, as an innovative strategy to strengthen students' digital character and social skills in the context of the Social Impact of Informatics material. The development model used is ADDIE (Analysis, Design, Development, Implementation, Evaluation), with high school students as research subjects. The learning media were designed based on the learning outcomes of the Independent Curriculum with a focus on digital ethics, information literacy, and social responsibility as digital citizens. Validation results from material and media experts indicate that the developed board game media is feasible to use. Practical tests conducted by teachers and students demonstrated a high level of ease of use, clarity of instructions, attractiveness, and learning benefits. The effectiveness of the media was tested using a pretest-posttest design with N-Gain analysis and an independent t-test, which showed a significant increase in students' cognitive abilities and social attitudes. Observations during the learning process also strengthened aspects of cooperation, empathy, responsibility, and ethical reflection on the use of technology. This board game has been proven to facilitate cognitive understanding of the Social Impact of Informatics and foster wise digital character and relevant social competencies in the digital age. These findings contribute to contextual and meaningful informatics learning practices and offer a practical solution for values education in the digital transformation era.</dc:description>
	<dc:publisher xml:lang="en">Universitas Negeri Semarang</dc:publisher>
	<dc:date>2025-08-07</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.unnes.ac.id/journals/ijal/article/view/31678</dc:identifier>
	<dc:identifier>10.15294/ijal.v10i2.31678</dc:identifier>
	<dc:source xml:lang="en">International Journal of Active Learning; Vol. 10 No. 2 (2025): October 2025; 58-64</dc:source>
	<dc:source>2528-505X</dc:source>
	<dc:source>10.15294/ijal.v10i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.unnes.ac.id/journals/ijal/article/view/31678/5613</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2025 International Journal of Active Learning</dc:rights>
</oai_dc:dc>