Akses terbuka Jurnal
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
- ISSN
- 2715-7415, 2088-205X
- Terbit
- 2026-06-12
- Penerbit
- Program Magister Teknologi Pendidikan Universitas Jambi
- Bahasa
- en
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.
Kata kunci
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23 penulis · 41 tautan kepenulisan bersama · 4 lintas organisasi
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- Universitas Baturaja
- Universitas Nahdlatul Ulama Lampung
- Yogyakarta State University
- Afiliasi tidak diketahui
- Organisasi berbeda
- Organisasi sama
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- Garis lebih tebal = lebih banyak artikel bersama · lingkaran lebih besar = lebih banyak artikel
Tampilkan sebagai tabel
| Rekan penulis | Organisasi | Artikel bersama |
|---|---|---|
| Leni Pebriantika | Universitas Baturaja | 12 |
| Leni Febriantika | Universitas Baturaja | 2 |
| Lusi Permata Amira Putri | Afiliasi tidak diketahui | 1 |
| Amalia Riezka Mindie | Afiliasi tidak diketahui | 1 |
| Astri Rully Rizky | Afiliasi tidak diketahui | 1 |
| Betty Aprianah | Afiliasi tidak diketahui | 1 |
| Pitriyanti | Afiliasi tidak diketahui | 1 |
| Sri Hartatik | Afiliasi tidak diketahui | 1 |
| Ferbriani Wijaya | Afiliasi tidak diketahui | 1 |
| Ina Rinangkit | Afiliasi tidak diketahui | 1 |
| Maharani Ananda | Universitas Baturaja | 1 |
| Dwi SETYONO | Universitas Baturaja | 1 |
| Uswatun Hasanah | Universitas Baturaja | 1 |
| Edu Hardalina | Universitas Baturaja | 1 |
| Nina Ikhwati Wahidah | Universitas Nahdlatul Ulama Lampung | 1 |
| Arief Qosim | Universitas Baturaja | 1 |
| Sulia Ningsih | Universitas Baturaja | 1 |
| Yulinarti Yulinarti | Universitas Baturaja | 1 |
| Rima Dwi Kemala | Universitas Baturaja | 1 |
| Herman Dwi Surjono | Yogyakarta State University | 1 |
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