Development of Gamification-Based Interactive Learning Media Through the DILEMA Platform to Improve Learning Outcomes in Islamic Cultural History (SKI) for Sixth-Grade Students at MI Khoirul Huda Bedahan

Authors

  • Damayanti Damayanti Program Studi Magister Teknologi Pendidikan, Sekolah Pascasarjana Universitas Ibn Khaldun Bogor, Indonesia
  • Masitowati Gatot Program Studi Magister Teknologi Pendidikan, Sekolah Pascasarjana Universitas Ibn Khaldun Bogor, Indonesia
  • Ibdalsyah Ibdalsyah Program Studi Magister Teknologi Pendidikan, Sekolah Pascasarjana Universitas Ibn Khaldun Bogor, Indonesia
https://doi.org/10.54012/ijcer.v5i1.889
Abstract views: 19


PDF downloads: 16


Keywords:

Gamification, Dilema Platform, Interactive Learning media, Islamic Cultural History, Learning Outcomes

Abstract

Digital transformation has encouraged the use of learning media that promotes student engagement. However, learning platforms in madrasahs are still mainly used for administrative purposes rather than instructional activities. This study aimed to develop gamification-based learning media through the DILEMA platform for Islamic Cultural History (SKI) and to examine its validity and effectiveness in improving learning outcomes. The study employed a Research and Development (R&D) approach with mixed methods by integrating the Dick and Carey instructional design model with the Lee and Owens multimedia development model. Data were collected through observations, interviews, questionnaires, documentation, and achievement tests. The results showed that the media were highly valid, with expert validation scores of 91.00%, 97.60%, 94.40%, and 97.33%. The media also effectively improved learning outcomes, increasing the average score from 62 to 90 with an N-Gain of 0.74 (high category), and showed a significant difference between the experimental and control groups (Mann–Whitney U, Sig. = 0.000; p < 0.05). The DILEMA-based gamification media is a valid and effective alternative

Downloads

Download data is not yet available.

References

M. C. Andista and T. S. Rahayu, "Pengembangan Media Pembelajaran Berbasis Game Interaktif untuk Meningkatkan Kemampuan Pemecahan Masalah Tematik di Sekolah Dasar," Jurnal Basicedu, vol. 5, no. 4, pp. 2311–2321, 2021.

M. C. Andista and S. R. Theresia, "Pengembangan Media Pembelajaran Berbasis Game Interaktif untuk Meningkatkan Kemampuan Pemecahan Masalah Tematik di Sekolah Dasar," Jurnal Basicedu, vol. 5, no. 4, pp. 2311–2321, 2021.

Z. A. Arief, Mozaik Teknologi Pendidikan dalam Perspektif Islamisasi Sains. Bandung, Indonesia: Widina Media Utama, 2024.

S. Basyar, "Transformasi Pedagogis Pembelajaran Sejarah Islam di Era Digital," 2025.

K. P. Chaeruman, "Instrumen evaluasi media pembelajaran," Teknologi Pendidikan, vol. 1, no. 2, pp. 13–22, 2015, doi: 10.13140/RG.2.2.14419.12329.

J. W. Creswell and J. D. Creswell, Research Design: Qualitative, Quantitative, and Mixed Methods Approaches, 5th ed. Thousand Oaks, CA, USA: Sage Publications, 2018.

W. Dick, L. Carey, and J. O. Carey, The Systematic Design of Instruction, 8th ed. Boston, MA, USA: Pearson, 2015.

M. Fadhli, D. Kuswandi, P. S. Utami, S. B. Sartika, and M. H. Barawi, "Game-Based Learning and Children's Digital Literacy to Support Pervasive Learning: A Systematic Reviews," Jurnal Teknologi Pendidikan, vol. 25, no. 3, pp. 386–393, 2023, doi: 10.21009/JTP.V25I3.38388.

M. N. Falah and A. K. P. Sari, "Pengembangan Media Pembelajaran Berbasis Educaplay untuk Meningkatkan Hasil Belajar Siswa Kelas IV pada Mata Pelajaran IPAS," Didaktika: Jurnal Pemikiran Pendidikan, vol. 32, no. 1, pp. 61–72, 2026, doi: 10.30587/didaktika.v32i1.10423.

M. N. Falah, "Pengembangan Media Pembelajaran Berbasis Wordwall Pada Mata Pelajaran Ipas Untuk Meningkatkan Hasil Belajar," DedikasiMU: Journal of Community Service, vol. 4, no. 4, p. 442, 2022, doi: 10.30587/didaktika.v32i1.10423.

Fayrus and A. Slamet, Model Penelitian Pengembangan (R n D). 2022.

H. Fikri and A. S. Madona, Pengembangan Media Pembelajaran. 2018.

R. S. Ge'e and Z. Dahlan, "Pengaruh Media Interaktif Educaplay terhadap Hasil Belajar IPA Peserta Didik Kelas V Sekolah Dasar," Cetta: Jurnal Ilmu Pendidikan, vol. 8, no. 2, 2025.

R. Hartono, S. A. C. Rifani, and M. Waspodo, "Artificial intelligence-assisted project-based learning: Examining the interaction with learning creativity on the students' digital content outcomes," Journal of Educational Management and Instruction (JEMIN), vol. 6, no. 1, pp. 26–40, 2026.

A. Januszewski and M. Molenda, Educational Technology: A Definition with Commentary. New York, NY, USA: Routledge, 2010.

M. Kalogiannakis, S. Papadakis, and A. I. Zourmpakis, "Gamification in Science Education: A Systematic Review of the Literature," Education Sciences, vol. 11, no. 1, p. 22, 2021, doi: 10.3390/educsci11010022.

Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi Republik Indonesia, Peraturan Menteri Pendidikan, Kebudayaan, Riset, dan Teknologi Republik Indonesia Nomor 16 Tahun 2022 tentang Standar Proses pada Pendidikan Anak Usia Dini, Jenjang Pendidikan Dasar, dan Jenjang Pendidikan Menengah. Jakarta, Indonesia: Kemendikbudristek, 2022.

A. Kristanto, Media Pembelajaran. Bintang Sutabaya, 2016, pp. 1–129.

W. W. Lee and D. L. Owens, Multimedia-Based Instructional Design: Computer-Based Training, Web-Based Training, Distance Broadcast Training, Performance-Based Solutions, 2nd ed. San Francisco, CA, USA: Pfeiffer, 2004.

S. A. H. Mamud, Skala Pengukuran Variabel-Variabel Pendidikan Agama Islam. 2022.

M. N. U. Manurung, A. A. G. Agung, and I. K. Suartama, "Strategi Kreatif Multimedia Pembelajaran Interaktif Berbasis Game Based Learning pada Muatan IPS," Jurnal Media dan Teknologi Pendidikan, vol. 4, no. 1, pp. 51–60, 2024, doi: 10.23887/jmt.v4i1.65296.

R. E. Mayer, Multimedia Learning. New York, NY, USA: Cambridge University Press, 2009.

S. McKenney and T. Reeves, Conducting Educational Design Research. 2013, doi: 10.4324/9780203818183.

A. Mubarrok, N. R. Dewi, Zaenuri, Walid, A. Agoestanto, and Sugiman, "Peran Media Pembelajaran Interaktif terhadap Kemampuan Berpikir Kritis Siswa," PRISMA, Prosiding Seminar Nasional Matematika, vol. 8, pp. 51–63, 2025.

Najuah, R. Sidiq, and R. S. Simamora, Game Edukasi: Strategi Pembelajaran Berbasis Digital. Medan, Indonesia: CV. Pusdikra Mitra Jaya, 2022.

Nurhayati, Teknologi Pendidikan: Konsep, Strategi, dan Aplikasi dalam Pembelajaran. Bogor, Indonesia: UIKA Press, 2023.

R. Amelia and H. S. Purbanyati, "Pengaruh Model Problem Based Learning Berbasis Game Based Learning Untuk Meningkatkan Keterampilan Berpikir Kritis Matematika," Jurnal Pendidikan Matematika Undiksha, vol. 16, no. 2, pp. 75–86, 2025.

S. Anwar and J. Jasiah, "Pengembangan Media Pembelajaran Berbasis Game Educaplay untuk Meningkatkan Keaktifan Siswa pada Mata Pelajaran SKI," Jurnal Budi Pekerti Agama Islam, vol. 3, no. 1, pp. 355–373, 2024, doi: 10.61132/jbpai.v3i1.913.

D. Sinta, K. Pertiwi, and I. S. Wardhani, "Karakteristik Media Pembelajaran Interaktif Untuk Siswa Sekolah Dasar," Jurnal Media Akademik, vol. 2, no. 11, pp. 1–13, 2024.

Sugiyono, Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Bandung, Indonesia: Alfabeta, 2016.

L. Suhirman, B. F. Prisuna, L. Husnita, B. Mardikawati, Santi, and A. M. Sroyer, Buku Ajar Metodologi Penelitian & Aplikasi Pengolahan Analisis Data Statistik. 2024.

N. Syamsuddin, "Sistem, Model dan Simulasi Pembelajaran," p. 142, 2021.

A. Wahab, Junaedi, and M. Azhar, "Efektivitas pembelajaran statistika pendidikan menggunakan uji peningkatan N-Gain di PGMI," Jurnal Basicedu, vol. 5, no. 2, pp. 1039–1045, 2021.

Watri, Gimin, and Suarman, "Desain Dan Pengembangan Media Pembelajaran Interaktif Berbasis Android," Taman Karya, p. 97, 2023.

A. C. P. Wibawa, H. Q. Mumtaziah, L. A. Sholaihah, and R. Hikmawan, "Game-based learning (gbl) sebagai inovasi dan solusi percepatan adaptasi belajar pada masa new normal," INTEGRATED (Journal of Information Technology and Vocational Education), vol. 2, no. 1, pp. 49–54, 2020, doi: 10.17509/integrated.v3i1.32729.

W. Widiana, "Game Based Learning dan Dampaknya terhadap Peningkatan Minat Belajar dan Pemahaman Konsep Siswa dalam Pembelajaran Sains di Sekolah Dasar," Jurnal Edutech Undiksha, vol. 10, no. 1, pp. 1–10, 2022, doi: 10.23887/jeu.v10i1.48925.

I. Yuliatin and I. Rosmilawati, "Jurnal basicedu," Jurnal Basicedu, vol. 5, no. 5, pp. 524–532, 2021.

M. Y. S.Pd., MEDIA PEMBELAJARAN INTERAKTIF (Konsep dan Analisis di Sekolah Dasar), vol. 6, no. 0, pp. 167–186, 2025.

H. Zuhairi, "Perencanaan Sistem Pembelajaran," Al Qalam, vol. 19, no. 93, pp. 109–132, 2018.

Downloads

Published

2026-07-31

How to Cite

Damayanti, D., Gatot, M., & Ibdalsyah, I. (2026). Development of Gamification-Based Interactive Learning Media Through the DILEMA Platform to Improve Learning Outcomes in Islamic Cultural History (SKI) for Sixth-Grade Students at MI Khoirul Huda Bedahan. International Journal Corner of Educational Research, 5(1), 180–192. https://doi.org/10.54012/ijcer.v5i1.889

Issue

Section

Articles