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Development of a Wayground-Based Educational Game Integrated with Discovery Learning for Social Studies Learning in Ninth Grade of Junior High School

Tekno - Pedagogi : Jurnal Teknologi Pendidikan · Vol. 16 No. 3 (2026) · hlm. 54–68

DOI
10.22437/teknopedagogi.v16i3
ISSN
2715-7415, 2088-205X
Terbit
2026-06-12
Penerbit
Program Magister Teknologi Pendidikan Universitas Jambi
Bahasa
en
Lisensi
creativecommons.org/licenses/by/4.0

Abstrak

The integration of digital technology into education has created opportunities to develop innovative instructional media that foster active, engaging, and student-centered learning. However, Social Studies instruction at the junior secondary level remains predominantly teacher-centered, limiting students' motivation, participation, and conceptual understanding. This study aimed to develop and validate a Wayground-based educational game integrated with the Discovery Learning approach for Grade IX Social Studies learning. The study employed a Research and Development (R&D) approach using the Dick and Carey instructional design model. The development process comprised needs analysis, instructional analysis, learner and context analysis, formulation of learning objectives, development of assessment instruments, instructional strategy design, educational game development, expert validation, and product revision. The developed media was evaluated by media, instructional design, and subject matter experts using structured validation questionnaires, while qualitative data from observations, interviews, and expert feedback supported product refinement. The findings indicate that the developed educational game achieved feasibility scores of 85.42% from media experts, 85.00% from instructional design experts, and 89.71% from subject matter experts, indicating that the product was categorized as feasible to very feasible. The integration of gamification features with the Discovery Learning syntax produced an interactive and pedagogically aligned learning environment that supports students' engagement and independent knowledge construction. The study contributes an AI-supported instructional media design that integrates gamified learning with inquiry-based pedagogy and provides an innovative technology-supported learning solution for junior secondary Social Studies education.

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  • Universitas Baturaja
  • Universitas Nahdlatul Ulama Lampung
  • Yogyakarta State University
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  • Organisasi berbeda
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Rekan penulisOrganisasiArtikel bersama
Leni PebriantikaUniversitas Baturaja12
Leni FebriantikaUniversitas Baturaja2
Lusi Permata Amira PutriAfiliasi tidak diketahui1
Amalia Riezka MindieAfiliasi tidak diketahui1
Astri Rully RizkyAfiliasi tidak diketahui1
Betty AprianahAfiliasi tidak diketahui1
PitriyantiAfiliasi tidak diketahui1
Sri HartatikAfiliasi tidak diketahui1
Ferbriani WijayaAfiliasi tidak diketahui1
Ina RinangkitAfiliasi tidak diketahui1
Maharani AnandaUniversitas Baturaja1
Dwi SETYONOUniversitas Baturaja1
Uswatun HasanahUniversitas Baturaja1
Edu HardalinaUniversitas Baturaja1
Nina Ikhwati WahidahUniversitas Nahdlatul Ulama Lampung1
Arief QosimUniversitas Baturaja1
Sulia NingsihUniversitas Baturaja1
Yulinarti YulinartiUniversitas Baturaja1
Rima Dwi KemalaUniversitas Baturaja1
Herman Dwi SurjonoYogyakarta State University1

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://online-journal.unja.ac.id/index.php/pedagogi/oai, pertama di-harvest 6 Nov 2026, terakhir terlihat 8 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en">Development of a Wayground-Based Educational Game Integrated with Discovery Learning for Social Studies Learning in Ninth Grade of Junior High School</dc:title>
	<dc:creator xml:lang="en">Apriani, Dewi</dc:creator>
	<dc:creator xml:lang="en">Isa, Yamanto</dc:creator>
	<dc:creator xml:lang="en">Susila, Heni Rita</dc:creator>
	<dc:subject xml:lang="en">Discovery Learning</dc:subject>
	<dc:subject xml:lang="en">Educational Game</dc:subject>
	<dc:subject xml:lang="en">Learning Media</dc:subject>
	<dc:subject xml:lang="en">Social Studies</dc:subject>
	<dc:subject xml:lang="en">Wayground</dc:subject>
	<dc:description xml:lang="en">The integration of digital technology into education has created opportunities to develop innovative instructional media that foster active, engaging, and student-centered learning. However, Social Studies instruction at the junior secondary level remains predominantly teacher-centered, limiting students' motivation, participation, and conceptual understanding. This study aimed to develop and validate a Wayground-based educational game integrated with the Discovery Learning approach for Grade IX Social Studies learning. The study employed a Research and Development (R&amp;amp;D) approach using the Dick and Carey instructional design model. The development process comprised needs analysis, instructional analysis, learner and context analysis, formulation of learning objectives, development of assessment instruments, instructional strategy design, educational game development, expert validation, and product revision. The developed media was evaluated by media, instructional design, and subject matter experts using structured validation questionnaires, while qualitative data from observations, interviews, and expert feedback supported product refinement. The findings indicate that the developed educational game achieved feasibility scores of 85.42% from media experts, 85.00% from instructional design experts, and 89.71% from subject matter experts, indicating that the product was categorized as feasible to very feasible. The integration of gamification features with the Discovery Learning syntax produced an interactive and pedagogically aligned learning environment that supports students' engagement and independent knowledge construction. The study contributes an AI-supported instructional media design that integrates gamified learning with inquiry-based pedagogy and provides an innovative technology-supported learning solution for junior secondary Social Studies education.</dc:description>
	<dc:publisher xml:lang="en">Program Magister Teknologi Pendidikan Universitas Jambi</dc:publisher>
	<dc:date>2026-06-12</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://online-journal.unja.ac.id/pedagogi/article/view/55180</dc:identifier>
	<dc:identifier>10.22437/teknopedagogi.v16i3</dc:identifier>
	<dc:source xml:lang="en">Tekno - Pedagogi : Jurnal Teknologi Pendidikan; Vol. 16 No. 3 (2026): Tekno-Pedagogi; 54-68</dc:source>
	<dc:source>2715-7415</dc:source>
	<dc:source>2088-205X</dc:source>
	<dc:language>en</dc:language>
	<dc:relation>https://online-journal.unja.ac.id/pedagogi/article/view/55180/25905</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2026 Dewi Apriani</dc:rights>
	<dc:rights xml:lang="en">https://creativecommons.org/licenses/by/4.0</dc:rights>
</oai_dc:dc>