Sekardini, Putri Nabila (2026) Peran Permainan Wayground Berbasis Digital Ditinjau dari Minat Belajar dan Kemampuan Literasi Digital pada Kelas V di SD Muhammadiyah 4 Surabaya. Jurnal Nirta: Studi Inovasi, 5 (2). ISSN e-ISSN: 2807-6648 (Unpublished)
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Abstract
Perkembangan teknologi digital mendorong adanya inovasi dalam proses pembelajaran di sekolah dasar, khususnya dalam upaya menumbuhkan minat belajar dan penguatan kemampuan literasi digital siswa. Penelitian ini bertujuan untuk mendeskripsikan peran permainan Wayground berbasis digital sebagai media pembelajaran dalam mendukung minat belajar dan kemampuan literasi digital siswa sekolah dasar. Observasi, wawancara, dan dokumentasi adalah teknik pengumpulan data yang digunakan dalam penelitian ini. Subjek penelitian terdiri dari siswa dan guru pada jenjang sekolah dasar yang menerapkan game edukatif dalam kegiatan pembelajaran. Hasil penelitian menunjukkan bahwa permainan berbasis digital menunjukkan keterlibatan siswa melalui aktivitas belajar yang lebih menarik, interaktif, dan sesuai dengan karakteristik generasi digital. Selain itu, aktivitas dalam permainan digital berkontribusi pada penguatan kemampuan literasi digital, khususnya melalui pemahaman instruksi, pembacaan teks, dan penyelesaian tugas berbasis cerita. Penelitian ini menegaskan bahwa permainan digital dapat menjadi media pembelajaran yang efektif apabila digunakan secara terarah dan sesuai dengan tujuan pembelajaran. Penelitian ini diharapkan dapat menjadi rujukan bagi guru dan sekolah dalam mengembangkan strategi pembelajaran yang inovatif dan kontekstual.
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The development of digital technology encourages innovation in the learning process in elementary schools, particularly in efforts to foster learning interest and strengthen students digital literacy skills. This study aims to describe the role of digital-based Wayground games as a learning medium in supporting learning interest and digital literacy skills in elementary school students. Observation, interviews, and documentation are the data collection techniques used in this study. The research subjects consisted of students and teachers at the elementary school level who implemented educational games in learning activities. The results showed that digital-based games demonstrated student engagement through learning activities that were more interesting, interactive, and in accordance with the characteristics of the digital generation. In addition, activities in digital games contributed to strengthening digital literacy skills, particularly through understanding instructions, reading texts, and completing story-based tasks. This study confirms that digital games can be an effective learning medium when used in a targeted manner and in accordance with learning objectives. This research is expected to serve as a reference for teachers and schools in developing innovative and contextual learning strategies.
| Item Type: | Article |
|---|---|
| Uncontrolled Keywords: | minat belajar, literasi, permainan, digital, interest in learning, literacy, games, digital |
| Subjects: | B Philosophy. Psychology. Religion > BF Psychology L Education > LB Theory and practice of education L Education > LB Theory and practice of education > LB1501 Primary Education T Technology > T Technology (General) |
| Divisions: | 06. Fakultas Pendidikan, Komunikasi dan Sains > Pendidikan Guru SD |
| Depositing User: | PUTRI NABILA SEKARDINI |
| Date Deposited: | 15 Oct 2026 04:26 |
| Last Modified: | 15 Oct 2026 04:26 |
| URI: | https://repository.um-surabaya.ac.id/id/eprint/15088 |
