Development of Digital Game Based Learning Model Teaching Materials to Improve Learning Outcomes in Primary Schools
Article Number: e2025114 | Published Online: March 2025 | DOI: 10.22521/edupij.2025.15.114
Bima Prakarsa Arzfi , Maria Montessori , Rusdinal
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Abstract
Background/purpose. The study addresses the challenge of integrating technology into Pancasila Education in Indonesian primary schools. Despite schools having technological facilities, teachers still rely on conventional teaching materials. The research aims to develop and validate digital game-based learning materials using the Lumio by Smart platform to improve learning outcomes in primary school Pancasila Education. Materials/methods. The study employed R&D methodology using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) with three teachers and 80 fifth-grade students across three primary schools in Padang City. Results. Expert validation revealed that the developed materials were highly valid across material, media, language, and evaluation aspects. Teacher and student responses indicated that the materials were very practical for classroom implementation. Effectiveness testing demonstrated significant improvement in student learning outcomes when comparing pre-test and post-test scores. |
Conclusion. The study concludes that the Lumio by Smart-based Digital Game-Based Learning materials for Pancasila Education are highly valid, practical, and effective for improving primary school learning outcomes.
Keywords: Teaching materials, digital game based learning model, lumio by smart, pancasila education
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