Penguatan Literasi Digital Pada Siswa SD Melalui Implementsi Game Based Learning (GBL)

Authors

  • Ervina Ayulia PGSD Universitas Trunojoyo Madura
  • Parrisca Indra Perdana PGSD, FIP, Universitas Trunojoyo Madura

Keywords:

digital literacy, Game based leaning

Abstract

The study focused on digital literacy education through game based learning to enhance the digital literacy of underrated east 1 kamal class 4 students. Literacy in this study is the basic literacy of reading and writing molded in digital. The negative impact of digital literacy is not using digital for learning activities but digital is used to play games or access the various content of social media. From here teachers are thinking of turning such negative habits into positives with learning activities through games based learning. Based on the results of these discussions, it may be concluded that learning activities through games based learning can improve digital literacy in students. This can be seen from the results of observation and assessment of as many as 20 students or as much as 80% (14 students) of the digital literacy increased. In addition, students are more interested in and enjoy learning activities using video games.

Downloads

Download data is not yet available.

References

Astuti, I. A., Suyanto, S., & Sukoco, S. (2017). Penerapan Metode User Centered Design Pada Game Based Learning Terhadap Motivasi Belajar Siswa. Informasi Interaktif, 2(1), 10-20.

Aziz, R. M., Syam’aeni, M. A., Sya’baniyah, N., & Fatihah, I. C. (2020). Peningkatan Kemampuan Literasi Digital bagi Siswa Kelas 4 dan 5 SDN Tanjakan 3, Kabupaten Tangerang. Jurnal Pengabdian pada Masyarakat, 5(1), 141-148.

De Freitas, S. (2006). Learning in Immersive worlds A review of game-based learning Prepared for the JISC e-Learning Programme. JISC ELearning Innovation, 3.3(October 14), 73. https://doi.org/10.1111/j.1467-8535.2009.01024.x

Fatmawati, N. I., & Sholikin, A. (2019). Literasi Digital, mendidik anak di era digital bagi orang tua milenial. Madani Jurnal Politik Dan Sosial Kemasyarakatan, 11(2), 119-138.

Fitria, L. (2018). Sejarah Perkembangan Teknologi Pembelajaran. Universitas Muhammadiyah Sidoarjo.

Hartanti, D. (2013). Media Pembelajaran (Ebook). Pendidikan Tehnik dan Arsitektur Universitas Pendidikan Indonesia.

Inggriyani, F., Fazriyah, N., Hamdani, A. R., & Purbasari, A. (2020). Pendampingan Model Pembelajaran Inovatif menggunakan Kahoot sebagai Digital Game Based Learning di KKG Sekolah Dasar. Publikasi Pendidikan, 10(1), 59-64.

Khasanah, U., & Herina, H. (2019, March). Membangun karakter siswa melalui literasi digital dalam menghadapi pendidikan abad 21 (revolusi industri 4.0). In Prosiding Seminar Nasional Program Pascasarjana Universitas PGRI Palembang (Vol. 12, No. 01).

Pratiwi, A. S., & Musfiroh, T. (2014). Pengembangan Media Game Digital Edukatif untuk Pembelajaran Menulis Laporan Perjalanan Siswa Sekolah Menengah Pertama. LingTera, 1(2), 123–135.

Putra, C. A., & Wangid, M. N. (2021). Cerita Sainsmatika Berbasis Mobile Learning: Solusi Literasi bagi Anak di Era Digital. Borobudur Educational Review, 1(01), 1-12.

Sutrisna, I. P. G. (2020). Gerakan literasi digital pada masa pandemi covid-19. Stilistika: Jurnal Pendidikan Bahasa Dan Seni, 8(2), 269-283.

Winatha, K. R., & Setiawan, I. M. D. (2020). Pengaruh Game-Based Learning Terhadap Motivasi dan Prestasi Belajar. Scholaria: Jurnal Pendidikan dan Kebudayaan, 10(3), 198-206.

Downloads

Published

14-12-2022

How to Cite

Ayulia, E., & Perdana, P. I. . (2022). Penguatan Literasi Digital Pada Siswa SD Melalui Implementsi Game Based Learning (GBL). Pendagogia: Jurnal Pendidikan Dasar, 2(3), 226–230. Retrieved from https://jurnal.educ3.org/index.php/pendagogia/article/view/89

Issue

Section

Articles