Development of Gamification-Based Interactive Media to Enhance Learning Outcomes

Authors

  • Dwipinulur Dwipinulur Universitas Ibn Khaldun, Bogor, Indonesia
  • Masitowati Gatot Universitas Ibn Khaldun, Bogor, Indonesia
  • Muktiono Waspodo Universitas Ibn Khaldun, Bogor, Indonesia
https://doi.org/10.54012/ijcer.v5i1.888
Abstract views: 26


PDF downloads: 22


Keywords:

Interactive Media, Gamification, Computational Thinking, Learning Outcomes, Educational Technology

Abstract

The objective of this research is to find out the technique of development, feasibility and efficacy of interactive learning media gamification. The Research and Development (R&D) technique linked the Lee and Owens multimedia model with the Dick and Carey instructional design paradigm in 12 phases. The product validation was done by the content, media, and instructional design experts and field testing was carried out on 30 students of grade ten at SMAN 1 Jampangtengah. Data were collected using expert validation questionnaires, student response forms, and pretest-posttest evaluations and analysed by feasibility percentage and normalised gain (N-Gain). The media feasibility was rated “Very Good” with strong validation scores from design experts (91.68%), content experts (91.67%), media experts (97.75%) and student trials (91.62%). Moreover, the media also have an important role in the results of student learning with an average N-Gain score of 0.74 (high category). Therefore, this gamification-based interactive media is valid, practical, and very successful to improve the computational thinking skills in high school Informatics learning.

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Published

2026-07-31

How to Cite

Dwipinulur, D., Gatot, M., & Waspodo, M. (2026). Development of Gamification-Based Interactive Media to Enhance Learning Outcomes. International Journal Corner of Educational Research, 5(1), 152–165. https://doi.org/10.54012/ijcer.v5i1.888

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