Melola Discovery

← Melola Discovery

Open access Journal SINTA 3

Developing gamified HTML5-based interactive media to improve learning motivation among pre-service elementary teachers

Diniyah: Jurnal Pendidikan Dasar (2026)

DOI
10.31332/dy.v7i1.14235
ISSN
2746-4113
Published
2026-05-29
Publisher
Institut Agama Islam Negeri Kendari
License
creativecommons.org/licenses/by-nc-sa/4.0

Abstract

Learning that relies heavily on static media often fails to accommodate the characteristics of students as digital natives, resulting in low persistence, interest, and focus during learning. This study aimed to develop HTML5-based interactive media integrated with gamification to enhance the learning motivation of Primary School Teacher Education (PGSD) students at Universitas Negeri Makassar. This study employed a Research and Development (R&D) design using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation. Data were collected through questionnaires, interviews, and documentation. The validation results showed that the developed media was categorized as highly valid by material experts (92.72%) and media/design experts (93.33%). The practicality of the media was also categorized as excellent, as indicated by the results of the one-to-one trial involving seven students (93%) and the small-group trial involving 16 students (90%). Furthermore, the effectiveness test involving 18 students, analyzed using a paired-samples t-test, showed a significant increase in students’ learning motivation (p

Collaboration network of the authors

3 authors · 3 co-authorship links · 2 across different organisations

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • State University of Makassar
  • STKIP Andi Matappa
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

This record comes from Crossref (what the publisher deposited), because the journal's own OAI-PMH endpoint could not be harvested.

Metadata source: Crossref API (cadangan, berdasarkan ISSN) https://api.crossref.org/journals/2746-4113/works, first harvested 29 Oct 2026, last seen 1 Nov 2026.
Metadata as oai_dc, converted from Crossref
<oai_dc:dc xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"><dc:title>Developing gamified HTML5-based interactive media to improve learning motivation among pre-service elementary teachers</dc:title><dc:creator>Putri, Syamsuryani</dc:creator><dc:creator>Halim, Muh. Taufiq</dc:creator><dc:creator>Haling, Abd.</dc:creator><dc:description>&lt;jats:p&gt;Learning that relies heavily on static media often fails to accommodate the characteristics of students as digital natives, resulting in low persistence, interest, and focus during learning. This study aimed to develop HTML5-based interactive media integrated with gamification to enhance the learning motivation of Primary School Teacher Education (PGSD) students at Universitas Negeri Makassar. This study employed a Research and Development (R&amp;amp;D) design using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation. Data were collected through questionnaires, interviews, and documentation. The validation results showed that the developed media was categorized as highly valid by material experts (92.72%) and media/design experts (93.33%). The practicality of the media was also categorized as excellent, as indicated by the results of the one-to-one trial involving seven students (93%) and the small-group trial involving 16 students (90%). Furthermore, the effectiveness test involving 18 students, analyzed using a paired-samples t-test, showed a significant increase in students’ learning motivation (p &amp;lt; .05), with a very large effect size (Cohen’s dz = 3.63) , particularly in the indicators of persistence, interest, and focus after using the media. In conclusion, the gamified HTML5-based interactive media was valid, practical, and empirically shown to improve students’ learning motivation after implementation.
Keywords: ADDIE model; gamification; HTML5-based interactive media; learning motivation; Primary School Teacher Education&lt;/jats:p&gt;</dc:description><dc:publisher>Institut Agama Islam Negeri Kendari</dc:publisher><dc:date>2026-05-29</dc:date><dc:type>info:eu-repo/semantics/article</dc:type><dc:format>application/pdf</dc:format><dc:identifier>https://doi.org/10.31332/dy.v7i1.14235</dc:identifier><dc:identifier>10.31332/dy.v7i1.14235</dc:identifier><dc:source>Diniyah: Jurnal Pendidikan Dasar; (2026)</dc:source><dc:source>2746-4113</dc:source><dc:relation>https://ejournal.iainkendari.ac.id/index.php/diniyah/article/download/14235/4064</dc:relation><dc:rights>http://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights></oai_dc:dc>